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Autor Klemke, Roland |
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Games and Learning Alliance / Marfisi-Schottman, Iza ; Bellotti, Francesco ; Hamon, Ludovic ; Klemke, Roland
TÃtulo : Games and Learning Alliance : 9th International Conference, GALA 2020, Laval, France, December 9–10, 2020, Proceedings / Tipo de documento: documento electrónico Autores: Marfisi-Schottman, Iza, ; Bellotti, Francesco, ; Hamon, Ludovic, ; Klemke, Roland, Mención de edición: 1 ed. Editorial: [s.l.] : Springer Fecha de publicación: 2020 Número de páginas: XV, 454 p. 122 ilustraciones, 105 ilustraciones en color. ISBN/ISSN/DL: 978-3-030-63464-3 Nota general: Libro disponible en la plataforma SpringerLink. Descarga y lectura en formatos PDF, HTML y ePub. Descarga completa o por capítulos. Idioma : Inglés (eng) Palabras clave: Red informática Visión por computador Microordenador Procesamiento de imágenes Inteligencia artificial Computadoras y Educación Computadoras personales Procesamiento de datos Educación Redes de comunicación informática Clasificación: 004.16 Resumen: Este libro constituye las actas arbitradas de la 9.ª Conferencia Internacional sobre Juegos y Alianza de Aprendizaje, GALA 2020, celebrada en Laval, Francia, en diciembre de 2020. Los 35 artÃculos completos y 10 artÃculos breves fueron cuidadosamente revisados ​​y seleccionados entre 77 presentaciones. Los artÃculos cubren un amplio espectro de temas: Diseño de juegos serios; Análisis de juegos serios; Aplicaciones de Realidad Virtual y Mixta; TeorÃa de la Gamificación; Aplicaciones de Gamificación; Juegos Serios para Instrucción; y Estudios y aplicaciones de juegos serios. Nota de contenido: Serious Game Design -- Serious Game Analytics -- Virtual and Mixed Reality Applications -- Gamification Theory -- Gamification Applications -- Serious Games for Instruction -- Serious Game Applications and Studies. Tipo de medio : Computadora Summary : This book constitutes the refereed proceedings of the 9th International Conference on Games and Learning Alliance, GALA 2020, held in Laval, France, in December 2020. The 35 full papers and 10 short papers were carefully reviewed and selected from 77 submissions. The papers cover a broad spectrum of topics: Serious Game Design; Serious Game Analytics; Virtual and Mixed Reality Applications; Gamification Theory; Gamification Applications; Serious Games for Instruction; and Serious Game Applications and Studies. Enlace de acceso : https://link-springer-com.biblioproxy.umanizales.edu.co/referencework/10.1007/97 [...] Games and Learning Alliance : 9th International Conference, GALA 2020, Laval, France, December 9–10, 2020, Proceedings / [documento electrónico] / Marfisi-Schottman, Iza, ; Bellotti, Francesco, ; Hamon, Ludovic, ; Klemke, Roland, . - 1 ed. . - [s.l.] : Springer, 2020 . - XV, 454 p. 122 ilustraciones, 105 ilustraciones en color.
ISBN : 978-3-030-63464-3
Libro disponible en la plataforma SpringerLink. Descarga y lectura en formatos PDF, HTML y ePub. Descarga completa o por capítulos.
Idioma : Inglés (eng)
Palabras clave: Red informática Visión por computador Microordenador Procesamiento de imágenes Inteligencia artificial Computadoras y Educación Computadoras personales Procesamiento de datos Educación Redes de comunicación informática Clasificación: 004.16 Resumen: Este libro constituye las actas arbitradas de la 9.ª Conferencia Internacional sobre Juegos y Alianza de Aprendizaje, GALA 2020, celebrada en Laval, Francia, en diciembre de 2020. Los 35 artÃculos completos y 10 artÃculos breves fueron cuidadosamente revisados ​​y seleccionados entre 77 presentaciones. Los artÃculos cubren un amplio espectro de temas: Diseño de juegos serios; Análisis de juegos serios; Aplicaciones de Realidad Virtual y Mixta; TeorÃa de la Gamificación; Aplicaciones de Gamificación; Juegos Serios para Instrucción; y Estudios y aplicaciones de juegos serios. Nota de contenido: Serious Game Design -- Serious Game Analytics -- Virtual and Mixed Reality Applications -- Gamification Theory -- Gamification Applications -- Serious Games for Instruction -- Serious Game Applications and Studies. Tipo de medio : Computadora Summary : This book constitutes the refereed proceedings of the 9th International Conference on Games and Learning Alliance, GALA 2020, held in Laval, France, in December 2020. The 35 full papers and 10 short papers were carefully reviewed and selected from 77 submissions. The papers cover a broad spectrum of topics: Serious Game Design; Serious Game Analytics; Virtual and Mixed Reality Applications; Gamification Theory; Gamification Applications; Serious Games for Instruction; and Serious Game Applications and Studies. Enlace de acceso : https://link-springer-com.biblioproxy.umanizales.edu.co/referencework/10.1007/97 [...] Technology-Enhanced Learning for a Free, Safe, and Sustainable World / De Laet, Tinne ; Klemke, Roland ; Alario-Hoyos, Carlos ; Hilliger, Isabel ; Ortega-Arranz, Alejandro
TÃtulo : Technology-Enhanced Learning for a Free, Safe, and Sustainable World : 16th European Conference on Technology Enhanced Learning, EC-TEL 2021, Bolzano, Italy, September 20-24, 2021, Proceedings Tipo de documento: documento electrónico Autores: De Laet, Tinne, ; Klemke, Roland, ; Alario-Hoyos, Carlos, ; Hilliger, Isabel, ; Ortega-Arranz, Alejandro, Mención de edición: 1 ed. Editorial: [s.l.] : Springer Fecha de publicación: 2021 Número de páginas: XVII, 437 p. 146 ilustraciones, 111 ilustraciones en color. ISBN/ISSN/DL: 978-3-030-86436-1 Nota general: Libro disponible en la plataforma SpringerLink. Descarga y lectura en formatos PDF, HTML y ePub. Descarga completa o por capítulos. Idioma : Inglés (eng) Palabras clave: Ciencias sociales Software de la aplicacion Interfaces de usuario (sistemas informáticos) La interacción persona-ordenador Computadoras y Educación Aplicación informática en ciencias sociales y del comportamiento. Aplicaciones informáticas y de sistemas de información Interfaces de usuario e interacción persona-computadora Clasificación: 371.334 Resumen: Los capÃtulos "Investigando el papel de la robótica educativa en la educación formal de matemáticas: el caso de la geometrÃa para estudiantes de 15 años" y "Del papel al online: digitalización de la cocreación de juegos basados ​​en tarjetas para la educación privada" están disponibles en acceso abierto bajo un Licencia internacional Creative Commons Attribution 4.0 a través de springer.com. Nota de contenido: The Impact of Explicating Learning Goals on Teaching and Learning in Higher Education: Evaluating a Learning Goal Visualization -- Catching group criteria semantic information when forming collaborative learning groups -- The role of social practices of knowledge appropriation for sustaining TEL innovations in the classroom -- Visual Aids for Teaching Piano to Students with Autism: Designing a Web App through Practice -- Interactive and explainable advising dashboard opens the black box of student success prediction -- Investigating the role of educational robotics in formal mathematics education: a case study of geometry for 15-year-old students -- Peer Assessment Interactions and Their Temporal Dynamics Using a Graphlet-Based Method -- VLE Limits and Perspectives for Digital Integration in Teaching Practices Lessons Learned from the French Basic Education Teachers' Experience during the COVID-19 Pandemic -- First-year university students in distance learning: motivations and early experiences -- The dire cost of early disengagement: A four-year learning analytics study over a full program -- Analysis of the "D'oh!" moments. Physiological markers of performance in cognitive switching tasks -- Examining the Effect of Self-Explanations in Distributed Self-Assessment -- 148 Cheng-Yu Chung and I-Han Hsiao Examining the relationship between reflective writing behaviour and self-regulated learning competence: A time-series analysis -- From Paper to Online: Digitizing Card Based Co-Creation of Games for Privacy Education -- An in-depth methodology to predict at-risk learners -- A Framework to Guide Educational Technology Studies in the Evolving Classroom Research Environment -- Using Prompts and Remediation to Improve Primary School Students Self-Evaluation and Self-Efficacy in a Literacy Web Application -- Student Creativity to Design Fake News Literacy Training: An Overview of Twelve Graduate Student Projects -- Recommendations for Orchestration of Formative Assessment Sequences: aData-driven Approach -- Surveying Teachers' Preferences and Boundaries regarding Human-AI Control in Dynamic Pairing of Students for Collaborative Learning -- What Do Learning Designs Show about Pedagogical Adoption? An Analysis Approach and a Case Study on Inquiry-Based Learning -- On the Linguistic and Pedagogical Quality of Automatic Question Generation via Neural Machine Translation -- Developing a prototype of an Open Educational Resource on research methods for PhD candidates in Technology-Enhanced Learning -- Comparing usage in and between primary and secondary schools for a blended TEL portal -- Investigating the Associations between Emotion, Cognitive Load and Personal Learning Goals: The Case for MOOCs -- I need more motivation: Engaging Students in the Gamification Design Process -- Augmented Reality as Educational Tool: Perceptions, Challenges, and Requirements from Teachers -- Towards a self-assessment tool for teachers to improve LMS mastery based on Teaching Analytics -- Uncovering Latent Profiles Based on How Students Review Paper-based Assessments -- Orchestrating an ubiquitous learning situation about Cultural Heritage with Casual Learn -- Bibliometric Analysis of the Last Ten Years of the European Conference on Technology-enhanced Learning. Tipo de medio : Computadora Summary : Chapters "Investigating the Role of Educational Robotics in Formal Mathematics Education: The Case of Geometry for 15-Year-Old Students" and "From Paper to Online: Digitizing Card Based Co-creation of Games for Privacy Education" are available open access under a Creative Commons Attribution 4.0 International License via springer.com. Enlace de acceso : https://link-springer-com.biblioproxy.umanizales.edu.co/referencework/10.1007/97 [...] Technology-Enhanced Learning for a Free, Safe, and Sustainable World : 16th European Conference on Technology Enhanced Learning, EC-TEL 2021, Bolzano, Italy, September 20-24, 2021, Proceedings [documento electrónico] / De Laet, Tinne, ; Klemke, Roland, ; Alario-Hoyos, Carlos, ; Hilliger, Isabel, ; Ortega-Arranz, Alejandro, . - 1 ed. . - [s.l.] : Springer, 2021 . - XVII, 437 p. 146 ilustraciones, 111 ilustraciones en color.
ISBN : 978-3-030-86436-1
Libro disponible en la plataforma SpringerLink. Descarga y lectura en formatos PDF, HTML y ePub. Descarga completa o por capítulos.
Idioma : Inglés (eng)
Palabras clave: Ciencias sociales Software de la aplicacion Interfaces de usuario (sistemas informáticos) La interacción persona-ordenador Computadoras y Educación Aplicación informática en ciencias sociales y del comportamiento. Aplicaciones informáticas y de sistemas de información Interfaces de usuario e interacción persona-computadora Clasificación: 371.334 Resumen: Los capÃtulos "Investigando el papel de la robótica educativa en la educación formal de matemáticas: el caso de la geometrÃa para estudiantes de 15 años" y "Del papel al online: digitalización de la cocreación de juegos basados ​​en tarjetas para la educación privada" están disponibles en acceso abierto bajo un Licencia internacional Creative Commons Attribution 4.0 a través de springer.com. Nota de contenido: The Impact of Explicating Learning Goals on Teaching and Learning in Higher Education: Evaluating a Learning Goal Visualization -- Catching group criteria semantic information when forming collaborative learning groups -- The role of social practices of knowledge appropriation for sustaining TEL innovations in the classroom -- Visual Aids for Teaching Piano to Students with Autism: Designing a Web App through Practice -- Interactive and explainable advising dashboard opens the black box of student success prediction -- Investigating the role of educational robotics in formal mathematics education: a case study of geometry for 15-year-old students -- Peer Assessment Interactions and Their Temporal Dynamics Using a Graphlet-Based Method -- VLE Limits and Perspectives for Digital Integration in Teaching Practices Lessons Learned from the French Basic Education Teachers' Experience during the COVID-19 Pandemic -- First-year university students in distance learning: motivations and early experiences -- The dire cost of early disengagement: A four-year learning analytics study over a full program -- Analysis of the "D'oh!" moments. Physiological markers of performance in cognitive switching tasks -- Examining the Effect of Self-Explanations in Distributed Self-Assessment -- 148 Cheng-Yu Chung and I-Han Hsiao Examining the relationship between reflective writing behaviour and self-regulated learning competence: A time-series analysis -- From Paper to Online: Digitizing Card Based Co-Creation of Games for Privacy Education -- An in-depth methodology to predict at-risk learners -- A Framework to Guide Educational Technology Studies in the Evolving Classroom Research Environment -- Using Prompts and Remediation to Improve Primary School Students Self-Evaluation and Self-Efficacy in a Literacy Web Application -- Student Creativity to Design Fake News Literacy Training: An Overview of Twelve Graduate Student Projects -- Recommendations for Orchestration of Formative Assessment Sequences: aData-driven Approach -- Surveying Teachers' Preferences and Boundaries regarding Human-AI Control in Dynamic Pairing of Students for Collaborative Learning -- What Do Learning Designs Show about Pedagogical Adoption? An Analysis Approach and a Case Study on Inquiry-Based Learning -- On the Linguistic and Pedagogical Quality of Automatic Question Generation via Neural Machine Translation -- Developing a prototype of an Open Educational Resource on research methods for PhD candidates in Technology-Enhanced Learning -- Comparing usage in and between primary and secondary schools for a blended TEL portal -- Investigating the Associations between Emotion, Cognitive Load and Personal Learning Goals: The Case for MOOCs -- I need more motivation: Engaging Students in the Gamification Design Process -- Augmented Reality as Educational Tool: Perceptions, Challenges, and Requirements from Teachers -- Towards a self-assessment tool for teachers to improve LMS mastery based on Teaching Analytics -- Uncovering Latent Profiles Based on How Students Review Paper-based Assessments -- Orchestrating an ubiquitous learning situation about Cultural Heritage with Casual Learn -- Bibliometric Analysis of the Last Ten Years of the European Conference on Technology-enhanced Learning. Tipo de medio : Computadora Summary : Chapters "Investigating the Role of Educational Robotics in Formal Mathematics Education: The Case of Geometry for 15-Year-Old Students" and "From Paper to Online: Digitizing Card Based Co-creation of Games for Privacy Education" are available open access under a Creative Commons Attribution 4.0 International License via springer.com. Enlace de acceso : https://link-springer-com.biblioproxy.umanizales.edu.co/referencework/10.1007/97 [...]