LEADER 03836nam 22005895 450 001 9910254996403321 005 20200703101707.0 010 $a3-319-39672-2 024 7 $a10.1007/978-3-319-39672-9 035 $a(CKB)3710000000718320 035 $a(DE-He213)978-3-319-39672-9 035 $a(MiAaPQ)EBC6302706 035 $a(MiAaPQ)EBC5577686 035 $a(Au-PeEL)EBL5577686 035 $a(OCoLC)949924650 035 $a(PPN)194077632 035 $a(EXLCZ)993710000000718320 100 $a20160514d2016 u| 0 101 0 $aeng 135 $aurnn|008mamaa 181 $ctxt$2rdacontent 182 $cc$2rdamedia 183 $acr$2rdacarrier 200 10$aSocial Computing in Digital Education $eFirst International Workshop, SOCIALEDU 2015, Stanford, CA, USA, August 19, 2015, Revised Selected Papers /$fedited by Fernando Koch, Andrew Koster, Tiago Primo 205 $a1st ed. 2016. 210 1$aCham :$cSpringer International Publishing :$cImprint: Springer,$d2016. 215 $a1 online resource (XIII, 141 p. 72 illus.) 225 1 $aCommunications in Computer and Information Science,$x1865-0929 ;$v606 311 $a3-319-39671-4 320 $aIncludes bibliographical references and index. 327 $aNovel data mining and machine learning for social intelligence in digital education -- Social modelling and simulation to investigate social behaviours, emotional intelligence, influence processes and other social aspects that may influence learning performance in an educational environment -- Smart environments and interactive systems of social computing in digital education -- Analysis of social media and media intelligence in digital education -- Mobile social gaming in digital education -- The utilization of mobile and wearable technology in social systems in digital education, and others. 330 $aThis book constitutes the refereed proceedings of the First International Workshop, SOCIALEDU 2015, held in Stanford, CA, USA, in August 2015. The workshop aimed to discuss computational models of social computing applied to Digital Education. The 9 revised full papers presented were carefully reviewed and selected from 12 submissions. The papers address issues such as novel data mining and machine learning for social intelligence in digital education.- Social modelling and simulation to investigate social behaviours, emotional intelligence, influence processes and other social aspects that may influence learning performance in an educational environment.- Smart environments and interactive systems of social computing in digital education.- Analysis of social media and media intelligence in digital education.- Mobile social gaming in digital education.- The utilization of mobile and wearable technology in social systems in digital education, and others. 410 0$aCommunications in Computer and Information Science,$x1865-0929 ;$v606 606 $aArtificial intelligence 606 $aApplication software 606 $aArtificial Intelligence$3https://scigraph.springernature.com/ontologies/product-market-codes/I21000 606 $aComputer Applications$3https://scigraph.springernature.com/ontologies/product-market-codes/I23001 615 0$aArtificial intelligence. 615 0$aApplication software. 615 14$aArtificial Intelligence. 615 24$aComputer Applications. 676 $a371.334 702 $aKoch$b Fernando$4edt$4http://id.loc.gov/vocabulary/relators/edt 702 $aKoster$b Andrew$4edt$4http://id.loc.gov/vocabulary/relators/edt 702 $aPrimo$b Tiago$4edt$4http://id.loc.gov/vocabulary/relators/edt 801 0$bMiAaPQ 801 1$bMiAaPQ 801 2$bMiAaPQ 906 $aBOOK 912 $a9910254996403321 996 $aSocial Computing in Digital Education$92278505 997 $aUNINA