LEADER 06688nam 22007695 450 001 9910488691103321 005 20251225180522.0 010 $a3-030-77943-2 024 7 $a10.1007/978-3-030-77943-6 035 $a(CKB)4100000011979350 035 $a(MiAaPQ)EBC6675917 035 $a(Au-PeEL)EBL6675917 035 $a(OCoLC)1260345464 035 $a(PPN)257358331 035 $a(BIP)80797257 035 $a(BIP)80147538 035 $a(DE-He213)978-3-030-77943-6 035 $a(EXLCZ)994100000011979350 100 $a20210528d2021 u| 0 101 0 $aeng 135 $aurcnu|||||||| 181 $ctxt$2rdacontent 182 $cc$2rdamedia 183 $acr$2rdacarrier 200 10$aLearning and Collaboration Technologies: Games and Virtual Environments for Learning $e8th International Conference, LCT 2021, Held as Part of the 23rd HCI International Conference, HCII 2021, Virtual Event, July 24?29, 2021, Proceedings, Part II /$fedited by Panayiotis Zaphiris, Andri Ioannou 205 $a1st ed. 2021. 210 1$aCham :$cSpringer International Publishing :$cImprint: Springer,$d2021. 215 $a1 online resource (359 pages) 225 1 $aInformation Systems and Applications, incl. Internet/Web, and HCI,$x2946-1642 ;$v12785 311 08$a3-030-77942-4 327 $aQuiz Tools in Algorithms Courses: Applying Educational Gamification Design Principles and Encouraging Students? Interaction -- FLCARA: Frog Life Cycle Augmented Reality Game-based Learning Application -- Preschool Children Scientific Concept and Developing their Creativity -- Transforming Classic Learning Games with the Use of AR: The Case of the Word Hangman Game -- Educational Video Game Design for Teaching and Learning Musical Harmony -- A Video Game-Like Approach to Supporting Novices in Learning Programming -- Completeness and Collaboration in the Early Design Phase of Learning Games: Do Ideation Cards Provide Scaffolding? -- Mobile Game-Based Learning in Distance Education: A Mixed Analysis of Learners? Emotions and Gaming Features -- Tangible Solutions for Learning Basic Math Skills: Exploring Concepts of Emotions and Enaction -- University Student Surveys using Chatbots: Artificial Intelligence Conversational Agents.-An Overview of the Use of Chatbots in Medical and Healthcare Education -- Studying how to Apply Chatbots Technology in Higher-Education: First Results and Future Strategies -- 'Are you OK?' Students' Trust in a Chatbot Providing Support Opportunities -- Usability and User Experience of a Chat Application with Integrated Educational Chatbot Functionalities -- Envisioned Pedagogical Uses of Chatbots in Higher Education and Perceived Benefits and Challenges -- Towards a New Chemistry Learning Platform with Virtual Reality and Haptics -- Effect of Height in Telepresence Robots on the Users' Spatial Awareness -- Driving Success: Virtual Team Building through Telepresence Robots -- Design of Children's Entertainment & Education Products Based on AR Technology -- Heritage Augmented Reality Applications for Enhanced User Experience - A Case Study of AR Videogames for Children at Archeological Site of Empuries, Spain -- EvaluationDesign for Learning with Mixed Reality in Mining Education based on a Literature Review -- Acceptance of Social and Telepresence Robot Assistance in German Households -- Student Response Systems in Remote Teaching -- E-Learning and M-Learning Technological Intervention in Favor of Mathematics -- Teaching Lung Pathology during a Pandemic: Can Further Developments of an Online Quiz Primer Improve the Engagement of Students in a Completely on-Line Delivery? -- How to Asses Empathy during Online Classes -- CodeLab: an Online Laboratory for Learning to Code -- Engaging Students in Online Language Learning during a Pandemic -- The Global Challenge of Designing E-learning Tools for Computational Thinking: a Comparison between East Asia and Scandinavia -- The Effects of the Sudden Switch to Remote Learning Due to Covid-19 on HBCU Students and Faculty -- From Studios to Laptops: Challenges in Imparting Design Education Virtually.-Teaching-Learning in the Industrial Engineering Career in Times of COVID-19 -- Designing Learning Environments in a Digital Time ? Experiences in two Different Subjects at NTNU, Norway Autumn 2020 -- Rapid Response to the Needs of ESL Students of a Technical University in the Time of Emergency Covid-19 Transfer to Online Classes: ITMO University Case Study. 330 $aThis two-volume set LNCS 12784 and 12785 constitutes the refereed proceedings of the 8th International Conference on Learning and Collaboration Technologies, LCT 2021, held as Part of the 23rd International Conference, HCI International 2021, which took place in July 2021. Due to COVID-19 pandemic the conference was held virtually. The total of 1276 papers and 241 posters included in the 39 HCII 2021 proceedings volumes was carefully reviewed and selected from 5222 submissions. The papers of LCT 2021, Part II, focus on Games and Gamification in Learning; Chatbots in Learning; AR, VR and Robots in Learning. 410 0$aInformation Systems and Applications, incl. Internet/Web, and HCI,$x2946-1642 ;$v12785 606 $aUser interfaces (Computer systems) 606 $aHuman-computer interaction 606 $aSocial sciences$xData processing 606 $aComputer engineering 606 $aComputer networks 606 $aEducation$xData processing 606 $aElectronic commerce 606 $aUser Interfaces and Human Computer Interaction 606 $aComputer Application in Social and Behavioral Sciences 606 $aComputer Engineering and Networks 606 $aComputers and Education 606 $ae-Commerce and e-Business 615 0$aUser interfaces (Computer systems). 615 0$aHuman-computer interaction. 615 0$aSocial sciences$xData processing. 615 0$aComputer engineering. 615 0$aComputer networks. 615 0$aEducation$xData processing. 615 0$aElectronic commerce. 615 14$aUser Interfaces and Human Computer Interaction. 615 24$aComputer Application in Social and Behavioral Sciences. 615 24$aComputer Engineering and Networks. 615 24$aComputers and Education. 615 24$ae-Commerce and e-Business. 676 $a004.019 700 $aZaphiris$b Panayiotis$0846865 702 $aIoannou$b Andri 801 0$bMiAaPQ 801 1$bMiAaPQ 801 2$bMiAaPQ 906 $aBOOK 912 $a9910488691103321 996 $aLearning and Collaboration Technologies: Games and Virtual Environments for Learning$94522701 997 $aUNINA