Research on e-Learning and ICT in Education
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Research on e-Learning and ICT in Education
Technological, Pedagogical and Instructional Perspectives
Mikropoulos, Tassos Anastasios
Springer International Publishing AG
10/2018
407
Dura
Inglês
9783319950587
15 a 20 dias
799
Descrição não disponível.
Part I: Digital Technologies and Pedagogy.- Chapter 1: The feasibility and interest of monitoring the cognitive and affective states of groups of co-learners in real time as they learn.- Chapter 2: Exploring the potential of computer-based concept mapping under self- and collaborative-mode within emerging learning environments.- Chapter 3: Creativity and ICT: theoretical approaches and perspectives in school education.- Chapter 4: Exploring teachers' perceptions of Technological Pedagogical and Content Knowledge: Implications of a pilot study in Greece.- Chapter 5: An ensemble-based semi-supervised approach for predicting students' performance.- Chapter 6: Addressing creativity in the collaborative design of digital books for Environmental and Math Education.- Chapter 7: How do transformational principals perceive ICT as a means for promoting 21st century skills? A descriptive case study.- Part II: Educational Games.- Chapter 8: The Educational Impacts of Minecraft on Elementary SchoolStudents.- Chapter 9: Mobile games in computer science education: State of the art and proposal of a mobile game design that incorporates physical activity.- Chapter 10: Exemplifying online game design and exploitation for interdisciplinary teaching in Primary School through the WeAreEurope game for EU citizenship education.- Chapter 11: Evaluation of an augmented reality game for environmental education: "Save Elli, Save the environment".- Part III: Science and Mathematics.- Chapter 12: Hostage of the Software: Experiences Teaching Inferential Statistics to Undergraduate Human-Computer Interaction students and a Survey of the Literature.- Chapter 13: Examining Students Actions while Experimenting with a Blended Combination of Physical and Virtual Manipulatives in Physics.- Chapter 14: The impact of virtual laboratory environments in teaching-by-inquiry electric circuits in Greek Secondary Education: the ElectroLab Project.- Chapter 15: Tracing Students' Actions in Inquiry-based Simulations.- Chapter 16: The use of ICT and the Realistic Mathematic Education for understanding simple and advanced stereometry shapes among University students.- Part IV: Robotics.- Chapter 17: Learning to program a humanoid robot: Impact on students in special education.- Chapter 18: E-ProBotLab: design and evaluation of an open educational robotics platform.- Part V: Higher Education.- Chapter 19: A software tool to evaluate performance in a higher education institution.- Chapter 20: Integration of technologies in higher education: Teachers' needs and expectations at UTAD.- Chapter 21: Virtual environments for vocational training: immersion and user experience in a virtual kitchen.
Este título pertence ao(s) assunto(s) indicados(s). Para ver outros títulos clique no assunto desejado.
Digital technologies and pedagogy;Cognitive and affective states of groups of co-learners;Computer-based concept mapping;Emerging learning environments;Creativity and ICT;Teachers' perceptions of technological knowledge;Teachers' perceptions of pedagogical and content knowledge;Ensemble-based approaches for predicting students' performance;Collaborative design of digital books;Environmental and math education;ICT as a means for promoting 21st century skills;Educational games;Educational impact of Minecraft;Mobile games in computer science education;Mobile game design and physical activity;WeAreEurope game for EU citizenship education;Augmented reality games for environmental education;Physical and virtual manipulatives in physics;Virtual laboratory environments;Virtual environments for vocational training
Part I: Digital Technologies and Pedagogy.- Chapter 1: The feasibility and interest of monitoring the cognitive and affective states of groups of co-learners in real time as they learn.- Chapter 2: Exploring the potential of computer-based concept mapping under self- and collaborative-mode within emerging learning environments.- Chapter 3: Creativity and ICT: theoretical approaches and perspectives in school education.- Chapter 4: Exploring teachers' perceptions of Technological Pedagogical and Content Knowledge: Implications of a pilot study in Greece.- Chapter 5: An ensemble-based semi-supervised approach for predicting students' performance.- Chapter 6: Addressing creativity in the collaborative design of digital books for Environmental and Math Education.- Chapter 7: How do transformational principals perceive ICT as a means for promoting 21st century skills? A descriptive case study.- Part II: Educational Games.- Chapter 8: The Educational Impacts of Minecraft on Elementary SchoolStudents.- Chapter 9: Mobile games in computer science education: State of the art and proposal of a mobile game design that incorporates physical activity.- Chapter 10: Exemplifying online game design and exploitation for interdisciplinary teaching in Primary School through the WeAreEurope game for EU citizenship education.- Chapter 11: Evaluation of an augmented reality game for environmental education: "Save Elli, Save the environment".- Part III: Science and Mathematics.- Chapter 12: Hostage of the Software: Experiences Teaching Inferential Statistics to Undergraduate Human-Computer Interaction students and a Survey of the Literature.- Chapter 13: Examining Students Actions while Experimenting with a Blended Combination of Physical and Virtual Manipulatives in Physics.- Chapter 14: The impact of virtual laboratory environments in teaching-by-inquiry electric circuits in Greek Secondary Education: the ElectroLab Project.- Chapter 15: Tracing Students' Actions in Inquiry-based Simulations.- Chapter 16: The use of ICT and the Realistic Mathematic Education for understanding simple and advanced stereometry shapes among University students.- Part IV: Robotics.- Chapter 17: Learning to program a humanoid robot: Impact on students in special education.- Chapter 18: E-ProBotLab: design and evaluation of an open educational robotics platform.- Part V: Higher Education.- Chapter 19: A software tool to evaluate performance in a higher education institution.- Chapter 20: Integration of technologies in higher education: Teachers' needs and expectations at UTAD.- Chapter 21: Virtual environments for vocational training: immersion and user experience in a virtual kitchen.
Este título pertence ao(s) assunto(s) indicados(s). Para ver outros títulos clique no assunto desejado.
Digital technologies and pedagogy;Cognitive and affective states of groups of co-learners;Computer-based concept mapping;Emerging learning environments;Creativity and ICT;Teachers' perceptions of technological knowledge;Teachers' perceptions of pedagogical and content knowledge;Ensemble-based approaches for predicting students' performance;Collaborative design of digital books;Environmental and math education;ICT as a means for promoting 21st century skills;Educational games;Educational impact of Minecraft;Mobile games in computer science education;Mobile game design and physical activity;WeAreEurope game for EU citizenship education;Augmented reality games for environmental education;Physical and virtual manipulatives in physics;Virtual laboratory environments;Virtual environments for vocational training