LEADER 03993nam 22007335 450 001 9910510538403321 005 20251113174222.0 010 $a3-030-91540-9 024 7 $a10.1007/978-3-030-91540-7 035 $a(MiAaPQ)EBC6810988 035 $a(Au-PeEL)EBL6810988 035 $a(CKB)19919349000041 035 $a(OCoLC)1286661550 035 $a(PPN)258838817 035 $a(DE-He213)978-3-030-91540-7 035 $a(EXLCZ)9919919349000041 100 $a20211123d2021 u| 0 101 0 $aeng 135 $aurcnu|||||||| 181 $ctxt$2rdacontent 182 $cc$2rdamedia 183 $acr$2rdacarrier 200 10$aInnovative Technologies and Learning $e4th International Conference, ICITL 2021, Virtual Event, November 29 ? December 1, 2021, Proceedings /$fedited by Yueh-Min Huang, Chin-Feng Lai, Tânia Rocha 205 $a1st ed. 2021. 210 1$aCham :$cSpringer International Publishing :$cImprint: Springer,$d2021. 215 $a1 online resource (605 pages) 225 1 $aInformation Systems and Applications, incl. Internet/Web, and HCI,$x2946-1642 ;$v13117 311 08$aPrint version: Huang, Yueh-Min Innovative Technologies and Learning Cham : Springer International Publishing AG,c2022 9783030915391 327 $aArtificial 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. 330 $aThis book constitutes the refereed proceedings of the 4th International Conference on Innovative Technologies and Learning, ICITL 2021, held in November/December 2021. Due to COVID-19 pandemic the conference was held virtually. The 59 full papers presented together with 2 short papers were carefully reviewed and selected from 110 submissions. The papers are organized in the following topical sections: Artificial Intelligence in Education; Augmented, Virtual and Mixed Reality in Education; Computational Thinking in Education; Design Framework and Model for Innovative learning; Education Practice Issues and Trends; Educational Gamification and Game-based Learning; Innovative Technologies and Pedagogies Enhanced Learning; Multimedia Technology Enhanced Learning; Online Course and Web-Based Environment; and Science, Technology, Engineering, Arts and Design, and Mathematics. 410 0$aInformation Systems and Applications, incl. Internet/Web, and HCI,$x2946-1642 ;$v13117 606 $aEducation$xData processing 606 $aApplication software 606 $aSocial sciences$xData processing 606 $aArtificial intelligence 606 $aComputer engineering 606 $aComputer networks 606 $aComputers and Education 606 $aComputer and Information Systems Applications 606 $aComputer Application in Social and Behavioral Sciences 606 $aArtificial Intelligence 606 $aComputer Engineering and Networks 615 0$aEducation$xData processing. 615 0$aApplication software. 615 0$aSocial sciences$xData processing. 615 0$aArtificial intelligence. 615 0$aComputer engineering. 615 0$aComputer networks. 615 14$aComputers and Education. 615 24$aComputer and Information Systems Applications. 615 24$aComputer Application in Social and Behavioral Sciences. 615 24$aArtificial Intelligence. 615 24$aComputer Engineering and Networks. 676 $a370.285 702 $aHuang$b Yueh-Min 702 $aLai$b Chin-Feng 702 $aRocha$b Ta?nia 801 0$bMiAaPQ 801 1$bMiAaPQ 801 2$bMiAaPQ 906 $aBOOK 912 $a9910510538403321 996 $aInnovative Technologies and Learning$92910036 997 $aUNINA