E-Learning, E-Education, and Online Training

E-Learning, E-Education, and Online Training

Third International Conference, eLEOT 2016, Dublin, Ireland, August 31 - September 2, 2016, Revised Selected Papers

Vincenti, Giovanni; Helfert, Markus; Bucciero, Alberto; Glowatz, Matthias

Springer International Publishing AG

11/2016

223

Mole

Inglês

9783319496245

15 a 20 dias

3635

Descrição não disponível.
A Social Metric Approach to E-learning Evaluation in Education.- A Technique for Applying RLCP-Compatible Labs on Open edX Platform.- Active Learning and ICT in Upper Secondary School: A Possible Answer to Early School Leaving.- An Approach to Development of Practical Exercises of MOOCs based on Standard Design Forms and Technologies.- Creating Inspiring Learning Environments by means of Digital Technologies: A Case Study of the Effectiveness of WhatsApp in Music Education.- Digital Competence and Capability Frameworks in the Context of Learning, Self-Development and HE Pedagogy.- Holographic Signing Avatars for Deaf Education.- How to Apply Gamification Techniques to Design a Gaming Environment for Algebra concepts.- Intelligent Tutoring Systems.- Online Distance Education Materials and Accessibility: Case Study of University College of Estate Management.- Raising engagement and motivation through gamified e-portfolio in Kolej Profesional MARA (KPM), Malaysia: A Preliminary Survey.- Student Choice: Blends of Technology beyond the University to support social interaction and social participation in learning.- Teaching Syllogistics Using E-learning Tools.- The effective of learning by augmented reality on Android platform.- The Use of Physical Artefacts in Undergraduate Computer Science Teaching.- ThesesDB - Single-Source of Information and Workflow Support for Students' Work.- Validation of Course Ontology Elements for Automatic Question Generation Online Track.- CIR: Fostering collective creativity.- E-Learning Authoring Tool for Reusing Web Multimedia Resources.- Experience in a blended learning course - a case study.- Private cloud with e-Learning for Resources Sharing in University Environment.- Research and trends in the studies of Collective Intelligence from 2012 to 2015.- Comparative Study of the Mobile Learning Architectures.- Social Microlearning Motivates Learners to Pursue Higher-Level Cognitive Objectives.- Strategy Simulation Games: The Student Perspective and an Investigation of Employability Competencies gained through the use of Strategy Simulations in Higher Education.
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augmented reality;collaborative learning;computer aided instructions;distance education;e-learning;education;Human-Computer Interaction (HCI);learning;Massive Open Online Courses (MOOCs);mobile computing;mobile devices;social networks;student engagement;students;teaching