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"This book offers readers an authoritative reference to the current progress of Chinese language and cultural e-learning"--Provided by publisher.
This book constitutes the refereed proceedings of the 20th International Conference on Generative Intelligence and Intelligent Tutoring Systems, ITS 2024, held in Thessaloniki, Greece, during June 10–13, 2024. The 35 full papers and 28 short papers included in this book were carefully reviewed and selected from 88 submissions. This book also contains 2 invited talks. They were organized in topical sections as follows: Generative Intelligence and Tutoring Systems; Generative Intelligence and Healthcare Informatics; Human Interaction, Games and Virtual Reality; Neural Networks and Data Mining; Generative Intelligence and Metaverse; Security, Privacy and Ethics in Generative Intelligence; and Generative Intelligence for Applied Natural Language Processing.
This book focuses on the design and architecture of ubiquitous learning environments, associated technologies, various learning scenarios supported by these environments, and different contexts that arise in environments where the seamless immersion of formal and informal activities and interactions has the potential to contribute to the learning process. With particular focus on adaptivity for individual learners, the book explores the diminishing boundaries of formal and informal learning, and the potential of location-aware context-sensitive approaches that are emerging as successors to the Web 2.0 paradigm.
This book aims at guiding the educators from a variety of available technologies to support learning and teaching by discussing the learning benefits and the challenges that interactive technology imposes. This guidance is based on practical experiences gathered through developing and integrating them into varied educational settings. It compiles experiences gained with various interactive technologies, offering a comprehensive perspective on the use and potential value of interactive technologies to support learning and teaching. Taken together, the chapters provide a broader view that does not focus exclusively on the uses of technology in educational settings, but also on the impact and ability of technology to improve the learning and teaching processes. The book addresses the needs of researchers, educators and other stakeholders in the area of education interested in learning how interactive technologies can be used to overcome key educational challenges.
This volume constitutes the proceedings of the 18th International Conference on Intelligent Tutoring Systems, ITS 2022, held in Bucharest, Romania, in June 2022. The 14 full papers, 13 short papers and 11 poster papers presented in this volume were carefully reviewed and selected from 50 submissions. The papers are categorized into the following topical sub-headings: Tools and Methods for learning Sciences and Practices; Algorithms for Prediction, Recommendation and Classification in Learning Systems; Tutoring and Learning Systems: New Approaches, Framework and Theories.
This book constitutes the refereed proceedings of the First International Workshop on Digital Transformation in Higher Education. Empowering Teachers and Students for Tomorrow’s Challenges, Back2Basics 2024, held in Thessaloniki, Greece, on June 10, 2024. This workshop was part of the 20th International Conference on Intelligent Tutoring Systems (ITS 2024), which took place in Thessaloniki on June 10–13, 2024. The 06 full papers here were thoroughly reviewed and selected from a total of 09 submissions. This interdisciplinary event brought together researchers and educators from various European higher education institutions to address the challenges and opportunities of digital transformation in higher education (HE).
This book covers interesting topics of the metaverse in education. It introduces the metaverse as a new frontier for education and sheds light on broad views about education in the metaverse. It also highlights the design of metaverse world with showing examples of promising immersive environments. Therefore, this book can be of interest to a wide range of stakeholders, such as students, researchers, educators, instructional designers, school administrators, and educational technology specialists. This book demonstrates the research efforts and best practices for readers where immersive digital experiences meet the pedagogical landscape. It explores the ground-breaking impact of the metaverse on educational practices. The chapters focus on and answer the questions of how researchers and educators apply metaverse applications in education, what the challenges of adopting the metaverse in education are, and what are the future opportunities for promoting the metaverse in education.
Focusing on computational intelligence, this text covers topics on architecture of learning technology systems; advanced uses of multimedia and hypermedia; integrated learning environments; application of AI tools in learning technology; and virtual reality.
This book presents various innovations in teaching and learning. The chapters are grouped into three sections: emerging technologies in teaching and learning, creative teaching methods and learning resource, and new trends and experiences in education and educational management. Topics discussed in the book include virtual learning environments, learning management systems, educational/serious games and software, digital technologies and resources for learning, assistive technologies and accessible resources, game-based learning and gamification, blended learning and flipped classroom, education practice trends and issues, inclusive learning, cultural diversity and special education, and creativity and design thinking. This book serves as a useful resource for researchers and practitioners working in the field of education.
"This book provides perspectives on new approaches to learning theory and practice in increasingly mobile, immersive environments, offering both theory and practice"--Provided by publisher.