| Título : |
Computer Supported Education : 11th International Conference, CSEDU 2019, Heraklion, Crete, Greece, May 2-4, 2019, Revised Selected Papers |
| Tipo de documento: |
documento electrónico |
| Autores: |
Lane, H. Chad, ; Zvacek, Susan, ; Uhomoibhi, James, |
| Mención de edición: |
1 ed. |
| Editorial: |
[s.l.] : Springer |
| Fecha de publicación: |
2020 |
| Número de páginas: |
XVII, 648 p. 302 ilustraciones, 179 ilustraciones en color. |
| ISBN/ISSN/DL: |
978-3-030-58459-7 |
| Nota general: |
Libro disponible en la plataforma SpringerLink. Descarga y lectura en formatos PDF, HTML y ePub. Descarga completa o por capítulos. |
| Palabras clave: |
Software de la aplicacion Ciencias sociales Interfaces de usuario (sistemas informáticos) La interacción persona-ordenador Inteligencia artificial Computadoras y Educación Aplicaciones informáticas y de sistemas de información Aplicación informática en ciencias sociales y del comportamiento Interfaces de usuario e interacción persona-computadora |
| Índice Dewey: |
371.334 |
| Resumen: |
Este libro constituye las actas minuciosamente arbitradas de la 11.ª Conferencia Internacional sobre Educación Asistida por Computadora, CSEDU 2019, celebrada en Heraklion, Creta, Grecia, en mayo de 2019. Los 30 artículos completos revisados fueron cuidadosamente revisados y seleccionados entre 202 presentaciones. Los artículos cubren amplios campos de investigación que incluyen herramientas de creación y desarrollo de contenido, comunicación audiovisual y multimedia, gestión de aulas, hardware y software de aprendizaje electrónico, aprendizaje combinado y factores críticos de éxito en el aprendizaje a distancia. |
| Nota de contenido: |
How Programming Students Trick and What JEdUnit Can Do against It -- Exploring the Affordances of SimReal for Learning Mathematics in Teacher Education: A Socio-cultural Perspective -- Why clicks and tool-time are not the best predictors: lessons from dispositional learning analytics -- Teaching Defence against the Dark Arts using Game-based Learning: A Review of Learning Games for Cybersecurity Education -- A Collective Dynamic Indicator for Discussion Forums in Learning Management Systems -- Immersion and Control in Learning Art Knowledge: An Example in Museum Visit -- Studying Relationships between Network Structure in Educational Forums and Students' Performance -- Emotion Recognition from Physiological Sensor Data to Support Self-regulated Learning -- Separating the Disciplinary, Application and Reasoning Dimensions of Learning: The Power of Technology-based Assessment -- Behind the Shoulders of BebrasTeams: Analyzing How They Interact with the Platform to Solve Tasks -- Computational Pedagogy: Block Programming as a General Learning Tool -- RefacTutor: An Interactive Tutoring System for Software Refactoring -- User-centered Design: An Effective Approach for Creating Online Educational Games for Seniors -- Population Growth Modelling Simulations: Do They Affect the Scientic Reasoning Abilities of Students? -- Novice Learner Experiences in Software Development: A Study of Freshman Undergraduates -- Promoting Active Participation in Large Programming Classes -- Agile Methods Make It To Non-vocational High Schools -- Testing the Testing Effect in Electrical Science with Learning Approach as a Factor -- A Web Platform to Foster and Assess Tonal Harmony Awareness -- MATE-BOOSTER: Design of Tasks for Automatic Formative Assessment to Boost Mathematical Competence -- Educational Practices in Computational Thinking:Assessment, Pedagogical Aspects, Limits, and Possibilities: A Systematic Mapping Study -- Virtual Reality and Virtual Lab-based Technology-Enhanced Learning in Primary School Physics -- Increasing Parental Involvement in Computer Science Education through the Design and Development of Family Creative Computing Workshops -- Retention of University Teachers and Doctoral Students in UNIPS Pedagogical Online Courses -- Designing Culturally Inclusive MOOCs -- Evaluation of an Interactive Personalised Virtual Lab in Secondary Schools -- Potential Benets of Playing Location-based Games: An Analysis of Game Mechanics -- Resolving Efficiency Bottleneck of the Bellman Equation in Adaptive Teaching -- Ontology-based Analysis and Design of Educational Games for Software Refactoring -- in-Game Raw Data Collection & Visualization in the Context of the ThimelEdu Educational Game. |
| En línea: |
https://link-springer-com.biblioproxy.umanizales.edu.co/referencework/10.1007/97 [...] |
| Link: |
https://biblioteca.umanizales.edu.co/ils/opac_css/index.php?lvl=notice_display&i |
Computer Supported Education : 11th International Conference, CSEDU 2019, Heraklion, Crete, Greece, May 2-4, 2019, Revised Selected Papers [documento electrónico] / Lane, H. Chad, ; Zvacek, Susan, ; Uhomoibhi, James, . - 1 ed. . - [s.l.] : Springer, 2020 . - XVII, 648 p. 302 ilustraciones, 179 ilustraciones en color. ISBN : 978-3-030-58459-7 Libro disponible en la plataforma SpringerLink. Descarga y lectura en formatos PDF, HTML y ePub. Descarga completa o por capítulos.
| Palabras clave: |
Software de la aplicacion Ciencias sociales Interfaces de usuario (sistemas informáticos) La interacción persona-ordenador Inteligencia artificial Computadoras y Educación Aplicaciones informáticas y de sistemas de información Aplicación informática en ciencias sociales y del comportamiento Interfaces de usuario e interacción persona-computadora |
| Índice Dewey: |
371.334 |
| Resumen: |
Este libro constituye las actas minuciosamente arbitradas de la 11.ª Conferencia Internacional sobre Educación Asistida por Computadora, CSEDU 2019, celebrada en Heraklion, Creta, Grecia, en mayo de 2019. Los 30 artículos completos revisados fueron cuidadosamente revisados y seleccionados entre 202 presentaciones. Los artículos cubren amplios campos de investigación que incluyen herramientas de creación y desarrollo de contenido, comunicación audiovisual y multimedia, gestión de aulas, hardware y software de aprendizaje electrónico, aprendizaje combinado y factores críticos de éxito en el aprendizaje a distancia. |
| Nota de contenido: |
How Programming Students Trick and What JEdUnit Can Do against It -- Exploring the Affordances of SimReal for Learning Mathematics in Teacher Education: A Socio-cultural Perspective -- Why clicks and tool-time are not the best predictors: lessons from dispositional learning analytics -- Teaching Defence against the Dark Arts using Game-based Learning: A Review of Learning Games for Cybersecurity Education -- A Collective Dynamic Indicator for Discussion Forums in Learning Management Systems -- Immersion and Control in Learning Art Knowledge: An Example in Museum Visit -- Studying Relationships between Network Structure in Educational Forums and Students' Performance -- Emotion Recognition from Physiological Sensor Data to Support Self-regulated Learning -- Separating the Disciplinary, Application and Reasoning Dimensions of Learning: The Power of Technology-based Assessment -- Behind the Shoulders of BebrasTeams: Analyzing How They Interact with the Platform to Solve Tasks -- Computational Pedagogy: Block Programming as a General Learning Tool -- RefacTutor: An Interactive Tutoring System for Software Refactoring -- User-centered Design: An Effective Approach for Creating Online Educational Games for Seniors -- Population Growth Modelling Simulations: Do They Affect the Scientic Reasoning Abilities of Students? -- Novice Learner Experiences in Software Development: A Study of Freshman Undergraduates -- Promoting Active Participation in Large Programming Classes -- Agile Methods Make It To Non-vocational High Schools -- Testing the Testing Effect in Electrical Science with Learning Approach as a Factor -- A Web Platform to Foster and Assess Tonal Harmony Awareness -- MATE-BOOSTER: Design of Tasks for Automatic Formative Assessment to Boost Mathematical Competence -- Educational Practices in Computational Thinking:Assessment, Pedagogical Aspects, Limits, and Possibilities: A Systematic Mapping Study -- Virtual Reality and Virtual Lab-based Technology-Enhanced Learning in Primary School Physics -- Increasing Parental Involvement in Computer Science Education through the Design and Development of Family Creative Computing Workshops -- Retention of University Teachers and Doctoral Students in UNIPS Pedagogical Online Courses -- Designing Culturally Inclusive MOOCs -- Evaluation of an Interactive Personalised Virtual Lab in Secondary Schools -- Potential Benets of Playing Location-based Games: An Analysis of Game Mechanics -- Resolving Efficiency Bottleneck of the Bellman Equation in Adaptive Teaching -- Ontology-based Analysis and Design of Educational Games for Software Refactoring -- in-Game Raw Data Collection & Visualization in the Context of the ThimelEdu Educational Game. |
| En línea: |
https://link-springer-com.biblioproxy.umanizales.edu.co/referencework/10.1007/97 [...] |
| Link: |
https://biblioteca.umanizales.edu.co/ils/opac_css/index.php?lvl=notice_display&i |
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