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Record Nr. |
UNINA9910510538403321 |
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Titolo |
Innovative Technologies and Learning : 4th International Conference, ICITL 2021, Virtual Event, November 29 – December 1, 2021, Proceedings / / edited by Yueh-Min Huang, Chin-Feng Lai, Tânia Rocha |
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Pubbl/distr/stampa |
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Cham : , : Springer International Publishing : , : Imprint : Springer, , 2021 |
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ISBN |
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Edizione |
[1st ed. 2021.] |
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Descrizione fisica |
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1 online resource (605 pages) |
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Collana |
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Information Systems and Applications, incl. Internet/Web, and HCI, , 2946-1642 ; ; 13117 |
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Disciplina |
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Soggetti |
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Education - Data processing |
Application software |
Social sciences - Data processing |
Artificial intelligence |
Computer engineering |
Computer networks |
Computers and Education |
Computer and Information Systems Applications |
Computer Application in Social and Behavioral Sciences |
Artificial Intelligence |
Computer Engineering and Networks |
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Lingua di pubblicazione |
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Formato |
Materiale a stampa |
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Livello bibliografico |
Monografia |
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Nota di contenuto |
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Artificial Intelligence in Education -- sign Framework and Model for Innovative learning -- Education Practice Issues and Trends -- Educational Gamification and Game-based Learning.-nnovative Technologies and Pedagogies Enhanced Learning -- Multimedia Technology Enhanced Learning -- Online Course and Web-Based Environment; and Science -- Technology, Engineering, Arts and Design, and Mathematics. |
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Sommario/riassunto |
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This book constitutes the refereed proceedings of the 4th International Conference on Innovative Technologies and Learning, ICITL 2021, held in November/December 2021. Due to COVID-19 pandemic the |
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conference was held virtually. The 59 full papers presented together with 2 short papers were carefully reviewed and selected from 110 submissions. The papers are organized in the following topical sections: Artificial Intelligence in Education; Augmented, Virtual and Mixed Reality in Education; Computational Thinking in Education; Design Framework and Model for Innovative learning; Education Practice Issues and Trends; Educational Gamification and Game-based Learning; Innovative Technologies and Pedagogies Enhanced Learning; Multimedia Technology Enhanced Learning; Online Course and Web-Based Environment; and Science, Technology, Engineering, Arts and Design, and Mathematics. |
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