| TÃtulo : |
8th International Conference, LCT 2021, Held as Part of the 23rd HCI International Conference, HCII 2021, Virtual Event, July 24–29, 2021, Proceedings, Part II |
| Tipo de documento: |
documento electrónico |
| Autores: |
Zaphiris, Panayiotis, ; Ioannou, Andri, |
| Mención de edición: |
1 ed. |
| Editorial: |
[s.l.] : Springer |
| Fecha de publicación: |
2021 |
| Número de páginas: |
XXIV, 343 p. 123 ilustraciones, 95 ilustraciones en color. |
| ISBN/ISSN/DL: |
978-3-030-77943-6 |
| Nota general: |
Libro disponible en la plataforma SpringerLink. Descarga y lectura en formatos PDF, HTML y ePub. Descarga completa o por capítulos. |
| Palabras clave: |
Interfaces de usuario (sistemas informáticos) La interacción persona-ordenador Ciencias sociales IngenierÃa Informática Red de computadoras Comercio electrónico Interfaces de usuario e interacción persona-computadora Aplicación informática en ciencias sociales y del comportamiento IngenierÃa Informática y Redes Computadoras y Educación comercio electrónico y negocios electrónicos |
| Ãndice Dewey: |
5.437 |
| Resumen: |
Este conjunto de dos volúmenes LNCS 12784 y 12785 constituye las actas arbitradas de la 8.ª Conferencia Internacional sobre TecnologÃas de Aprendizaje y Colaboración, LCT 2021, celebrada como parte de la 23.ª Conferencia Internacional, HCI International 2021, que tuvo lugar en julio de 2021. Debido a la pandemia de COVID-19, la conferencia se celebró de forma virtual. El total de 1276 artÃculos y 241 carteles incluidos en los 39 volúmenes de actas de HCII 2021 se revisó cuidadosamente y se seleccionó de entre 5222 presentaciones. Los artÃculos de LCT 2021, Parte II, se centran en Juegos y gamificación en el aprendizaje; Chatbots en el aprendizaje; AR, VR y Robots en el aprendizaje. |
| Nota de contenido: |
Quiz Tools in Algorithms Courses: Applying Educational Gamification Design Principles and Encouraging Students' Interaction -- FLCARA: Frog Life Cycle Augmented Reality Game-based Learning Application -- Preschool Children Scientific Concept and Developing their Creativity -- Transforming Classic Learning Games with the Use of AR: The Case of the Word Hangman Game -- Educational Video Game Design for Teaching and Learning Musical Harmony -- A Video Game-Like Approach to Supporting Novices in Learning Programming -- Completeness and Collaboration in the Early Design Phase of Learning Games: Do Ideation Cards Provide Scaffolding? -- Mobile Game-Based Learning in Distance Education: A Mixed Analysis of Learners' Emotions and Gaming Features -- Tangible Solutions for Learning Basic Math Skills: Exploring Concepts of Emotions and Enaction -- University Student Surveys using Chatbots: Artificial Intelligence Conversational Agents.-An Overview of the Use of Chatbots in Medical and Healthcare Education -- Studying how to Apply Chatbots Technology in Higher-Education: First Results and Future Strategies -- 'Are you OK?' Students' Trust in a Chatbot Providing Support Opportunities -- Usability and User Experience of a Chat Application with Integrated Educational Chatbot Functionalities -- Envisioned Pedagogical Uses of Chatbots in Higher Education and Perceived Benefits and Challenges -- Towards a New Chemistry Learning Platform with Virtual Reality and Haptics -- Effect of Height in Telepresence Robots on the Users' Spatial Awareness -- Driving Success: Virtual Team Building through Telepresence Robots -- Design of Children's Entertainment & Education Products Based on AR Technology -- Heritage Augmented Reality Applications for Enhanced User Experience - A Case Study of AR Videogames for Children at Archeological Site of Empuries, Spain -- EvaluationDesign for Learning with Mixed Reality in Mining Education based on a Literature Review -- Acceptance of Social and Telepresence Robot Assistance in German Households -- Student Response Systems in Remote Teaching -- E-Learning and M-Learning Technological Intervention in Favor of Mathematics -- Teaching Lung Pathology during a Pandemic: Can Further Developments of an Online Quiz Primer Improve the Engagement of Students in a Completely on-Line Delivery? -- How to Asses Empathy during Online Classes -- CodeLab: an Online Laboratory for Learning to Code -- Engaging Students in Online Language Learning during a Pandemic -- The Global Challenge of Designing E-learning Tools for Computational Thinking: a Comparison between East Asia and Scandinavia -- The Effects of the Sudden Switch to Remote Learning Due to Covid-19 on HBCU Students and Faculty -- From Studios to Laptops: Challenges in Imparting Design Education Virtually.-Teaching-Learning in the Industrial Engineering Career in Times of COVID-19 -- Designing Learning Environments in a Digital Time – Experiences in two Different Subjects at NTNU, Norway Autumn 2020 -- Rapid Response to the Needs of ESL Students of a Technical University in the Time of Emergency Covid-19 Transfer to Online Classes: ITMO University Case Study. |
| En lÃnea: |
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 |
8th International Conference, LCT 2021, Held as Part of the 23rd HCI International Conference, HCII 2021, Virtual Event, July 24–29, 2021, Proceedings, Part II [documento electrónico] / Zaphiris, Panayiotis, ; Ioannou, Andri, . - 1 ed. . - [s.l.] : Springer, 2021 . - XXIV, 343 p. 123 ilustraciones, 95 ilustraciones en color. ISBN : 978-3-030-77943-6 Libro disponible en la plataforma SpringerLink. Descarga y lectura en formatos PDF, HTML y ePub. Descarga completa o por capítulos.
| Palabras clave: |
Interfaces de usuario (sistemas informáticos) La interacción persona-ordenador Ciencias sociales IngenierÃa Informática Red de computadoras Comercio electrónico Interfaces de usuario e interacción persona-computadora Aplicación informática en ciencias sociales y del comportamiento IngenierÃa Informática y Redes Computadoras y Educación comercio electrónico y negocios electrónicos |
| Ãndice Dewey: |
5.437 |
| Resumen: |
Este conjunto de dos volúmenes LNCS 12784 y 12785 constituye las actas arbitradas de la 8.ª Conferencia Internacional sobre TecnologÃas de Aprendizaje y Colaboración, LCT 2021, celebrada como parte de la 23.ª Conferencia Internacional, HCI International 2021, que tuvo lugar en julio de 2021. Debido a la pandemia de COVID-19, la conferencia se celebró de forma virtual. El total de 1276 artÃculos y 241 carteles incluidos en los 39 volúmenes de actas de HCII 2021 se revisó cuidadosamente y se seleccionó de entre 5222 presentaciones. Los artÃculos de LCT 2021, Parte II, se centran en Juegos y gamificación en el aprendizaje; Chatbots en el aprendizaje; AR, VR y Robots en el aprendizaje. |
| Nota de contenido: |
Quiz Tools in Algorithms Courses: Applying Educational Gamification Design Principles and Encouraging Students' Interaction -- FLCARA: Frog Life Cycle Augmented Reality Game-based Learning Application -- Preschool Children Scientific Concept and Developing their Creativity -- Transforming Classic Learning Games with the Use of AR: The Case of the Word Hangman Game -- Educational Video Game Design for Teaching and Learning Musical Harmony -- A Video Game-Like Approach to Supporting Novices in Learning Programming -- Completeness and Collaboration in the Early Design Phase of Learning Games: Do Ideation Cards Provide Scaffolding? -- Mobile Game-Based Learning in Distance Education: A Mixed Analysis of Learners' Emotions and Gaming Features -- Tangible Solutions for Learning Basic Math Skills: Exploring Concepts of Emotions and Enaction -- University Student Surveys using Chatbots: Artificial Intelligence Conversational Agents.-An Overview of the Use of Chatbots in Medical and Healthcare Education -- Studying how to Apply Chatbots Technology in Higher-Education: First Results and Future Strategies -- 'Are you OK?' Students' Trust in a Chatbot Providing Support Opportunities -- Usability and User Experience of a Chat Application with Integrated Educational Chatbot Functionalities -- Envisioned Pedagogical Uses of Chatbots in Higher Education and Perceived Benefits and Challenges -- Towards a New Chemistry Learning Platform with Virtual Reality and Haptics -- Effect of Height in Telepresence Robots on the Users' Spatial Awareness -- Driving Success: Virtual Team Building through Telepresence Robots -- Design of Children's Entertainment & Education Products Based on AR Technology -- Heritage Augmented Reality Applications for Enhanced User Experience - A Case Study of AR Videogames for Children at Archeological Site of Empuries, Spain -- EvaluationDesign for Learning with Mixed Reality in Mining Education based on a Literature Review -- Acceptance of Social and Telepresence Robot Assistance in German Households -- Student Response Systems in Remote Teaching -- E-Learning and M-Learning Technological Intervention in Favor of Mathematics -- Teaching Lung Pathology during a Pandemic: Can Further Developments of an Online Quiz Primer Improve the Engagement of Students in a Completely on-Line Delivery? -- How to Asses Empathy during Online Classes -- CodeLab: an Online Laboratory for Learning to Code -- Engaging Students in Online Language Learning during a Pandemic -- The Global Challenge of Designing E-learning Tools for Computational Thinking: a Comparison between East Asia and Scandinavia -- The Effects of the Sudden Switch to Remote Learning Due to Covid-19 on HBCU Students and Faculty -- From Studios to Laptops: Challenges in Imparting Design Education Virtually.-Teaching-Learning in the Industrial Engineering Career in Times of COVID-19 -- Designing Learning Environments in a Digital Time – Experiences in two Different Subjects at NTNU, Norway Autumn 2020 -- Rapid Response to the Needs of ESL Students of a Technical University in the Time of Emergency Covid-19 Transfer to Online Classes: ITMO University Case Study. |
| En lÃnea: |
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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