LEADER 01278nam--2200409---450- 001 990001142330203316 005 20060216163832.0 010 $a88-8063-284-1 035 $a000114233 035 $aUSA01000114233 035 $a(ALEPH)000114233USA01 035 $a000114233 100 $a20030414d2001----km-y0enga50------ba 101 0 $aita 102 $aIT 105 $ay|||z|||001yy 200 1 $aCastelli di carta$eretorica della dimora tra Scapigliatura e Surrealismo$fEnrico Cesaretti 210 $aRavenna$cLongo$d2001 215 $a158 p.$d23 cm 225 2 $aTemi e profili del Novecento$v4 410 0$12001$aTemi e profili del Novecento$v4 606 0 $aLetteratura italiana$xMovimenti d'avanguardia 606 0 $aLetteratura italiana$zSec. 19.-20. 606 0 $aScapigliatura 676 $a850.9 700 1$aCESARETTI,$bEnrico$0168495 801 0$aIT$bsalbc$gISBD 912 $a990001142330203316 951 $aVI.3.C. 300 (V B 1152)$b167230 L.M.$cV B$d00086078 959 $aBK 969 $aUMA 979 $aMARIA$b10$c20030414$lUSA01$h1327 979 $aRENATO$b90$c20040226$lUSA01$h1118 979 $aPATRY$b90$c20040406$lUSA01$h1719 979 $aCOPAT4$b90$c20060216$lUSA01$h1638 996 $aCastelli di carta$9480661 997 $aUNISA LEADER 12696nam 22006135 450 001 9910522940403321 005 20250721124857.0 010 $a3-030-86618-1 024 7 $a10.1007/978-3-030-86618-1 035 $a(CKB)4100000012024549 035 $a(MiAaPQ)EBC6721777 035 $a(Au-PeEL)EBL6721777 035 $a(OCoLC)1273974314 035 $a(PPN)258054972 035 $a(DE-He213)978-3-030-86618-1 035 $a(EXLCZ)994100000012024549 100 $a20210907d2022 u| 0 101 0 $aeng 135 $aurcnu|||||||| 181 $ctxt$2rdacontent 182 $cc$2rdamedia 183 $acr$2rdacarrier 200 10$aMethodologies and Intelligent Systems for Technology Enhanced Learning, 11th International Conference /$fedited by Fernando De la Prieta, Rosella Gennari, Marco Temperini, Tania Di Mascio, Pierpaolo Vittorini, Zuzana Kubincova, Elvira Popescu, Davide Rua Carneiro, Loreto Lancia, Agnese Addone 205 $a1st ed. 2022. 210 1$aCham :$cSpringer International Publishing :$cImprint: Springer,$d2022. 215 $a1 online resource (292 pages) 225 1 $aLecture Notes in Networks and Systems,$x2367-3389 ;$v326 311 08$a3-030-86617-3 327 $aIntro -- Preface -- Organization of MIS4TEL 2021 http://www.mis4tel-conference.net/ -- General Chair -- Technical Program Chairs -- Paper Chairs -- Proceedings Chair -- Publicity Chairs -- Workshop Chairs -- Technological Frontiers Chair -- Program Committee -- Organizing Committee -- Contents -- MAIN Track -- 3D Virtual Application as a Guidance and Facility Management Tool Applied to University Buildings -- 1 Introduction -- 2 Background -- 3 Software Development -- 4 Web Modules and Mobile Application Description -- 4.1 Guiding Function -- 4.2 Facilities Management -- 4.3 Mobile Application -- 5 Conclusions -- References -- Improved Automated Classification of Sentences in Data Science Exercises -- 1 Introduction -- 2 Related Work -- 3 Study -- 3.1 Dataset -- 3.2 Features -- 3.3 Methods -- 3.4 Results -- 3.5 Discussion -- 4 Conclusions and Future Work -- References -- What Children Learn in Smart-Thing Design at a Distance: An Exploratory Investigation -- 1 Introduction -- 2 Related Work -- 3 Design Toolkit for Workshops at a Distance -- 4 Workshop Design -- 4.1 Research Question -- 4.2 Participants and Setting -- 4.3 Protocol -- 4.4 Data Gathering -- 5 Workshop Results -- 6 Discussion -- 7 Conclusions and Future Work -- References -- Students' Attitude Towards Technology Enhanced Photovoice to Support Critical Reflection -- 1 Introduction -- 2 Theory and Related Work -- 2.1 Photovoice and Reflection -- 2.2 Designing Social, Mobile Technologies to Support Reflection -- 3 The Mobile Application -- 4 The Study -- 4.1 The Assignment -- 4.2 The Questionnaire -- 5 Results -- 6 Discussion and Future Research -- 6.1 Design Recommendations -- 6.2 Limitations -- 7 Conclusion -- References -- Scenarios for Graph Algorithmic Thinking Co-created with Teachers -- 1 Introduction -- 2 Related Work -- 2.1 Unplugged Learning -- 2.2 Scenario-Based Learning. 327 $a3 GAT Scenarios -- 3.1 Action Research for GAT Scenarios -- 3.2 The Framework of GAT Scenarios -- 3.3 GAT Scenarios and Interventions -- 4 A Field Study with GAT Scenarios -- 4.1 Participants and Setting -- 4.2 GAT Scenarios -- 4.3 Research Question and Data Collection -- 5 Results -- 5.1 Results per Type of Exercise -- 5.2 Results per Group -- 6 Discussion and Conclusions -- References -- MONICA ``On-the-Job'' Technology-Enhanced Learning Environment: An Empirical Evaluation -- 1 Introduction -- 2 MONICA ``On-the-Job'' TEL Environment -- 3 Empirical Evaluation of MONICA Learning Model -- 4 Discussion and Conclusion -- References -- ARcode: Programming for Youngsters Through AR -- 1 Introduction -- 2 AR in Education: A Wave of Change -- 3 Related Work -- 4 Platform Design -- 4.1 Gamification Elements -- 5 Experimental Design and Testing -- 6 Results -- 7 Conclusion and Future Work -- References -- An Investigation of Dissemination and Retention of Non-verbal Information About the Cultural Heritage of Rock Art in a Virtual Reality Simulation -- 1 Introduction -- 2 Related Work -- 2.1 Learning in the Context of Serious Games and Cultural Heritage -- 2.2 Cultural Games and Situated Experiences in the Context of Virtual Reality -- 2.3 The Subject and Instructional Technology: Rock Art and Virtual Reality -- 3 Reconstructing a Prehistoric Context: Design and Implementation of a Virtual Reality Rock Art Cave -- 3.1 A Short Walkthrough of the Game -- 4 Evaluation -- 4.1 Instructional Variables and Scoring -- 4.2 Participants -- 4.3 Procedure -- 5 Discussion of Results and Conclusion -- References -- A Game-Based Approach to Manage Technostress at Work -- 1 Reduce Technostress: A Challenge of Our Time -- 1.1 Work-Related Stress and Its Consequences -- 1.2 Technology as an Emergent Source of Work-Related Stress: Technostress. 327 $a2 Using Games to Address Technostress -- 2.1 Step 1: The Needs Analysis -- 2.2 Step 2: The Digital Training Platform -- 2.3 Step 3: The Facilitator Training Course -- 2.4 Step 4: Policy Report and Recommendations -- 3 Some Preliminary Results: The Alpha Testing -- 3.1 Usability -- 3.2 Game Experience -- 3.3 Pedagogical and Competence Development Objectives -- 3.4 Final Open-Ended Question -- 4 Conclusions -- References -- Designing the Learning Analytics Cockpit - A Dashboard that Enables Interventions -- 1 Introduction -- 2 Related Work -- 3 Design Methodology -- 4 Requirements Collection -- 4.1 Methodology: Interviews -- 4.2 Results -- 5 The LA Cockpit -- 5.1 Methodology: Usability Study -- 5.2 Results -- 6 Discussion -- 7 Conclusion and Future Work -- References -- Age and Gender (Face) Recognition: A Brief Survey -- 1 Introduction -- 2 Overview of CNN Based Approaches -- 3 Approaches and Datasets -- 4 Conclusion -- References -- Deep Learning to Monitor Massive Open Online Courses Dynamics -- 1 Introduction -- 2 Related Work -- 3 The Student Model -- 4 Experimental Evaluation -- 4.1 The Experimental Settings -- 4.2 The Peer Assessment Sessions -- 4.3 Graph Embedding -- 4.4 Results and Discussion -- 5 Conclusions and Future Work -- References -- Workshop on the Gamification of the Learning Processes (GaLePro) -- Workshop on the Gamification of the Learning Processes (GaLePro) -- chPart2 -- Organization -- Organizing Committee -- Program Committee -- The Influence of Gamification in Education: Possibilities, Regulation and Concerns -- 1 Introduction -- 2 Gamification as a Tool of Education -- 2.1 Possibilities in Education Developments Using Gamification -- 2.2 Effects of Gamification on Students Skills and Academic Achievement -- 2.3 Gamification as a Connection Between Students and Their Teachers. 327 $a3 Legal Issues Raised by the Use of Gamification on Education -- 3.1 Privacy, Control, and Information Disclosure -- 3.2 Personal Information, Concerns, and Perils -- 4 Conclusion -- References -- A Framework for Online Education in Computer Science Degrees with a Focus on Motivation -- 1 Introduction -- 2 Background -- 3 A Framework for Online Education in Computer Science with a Focus on Motivation -- 3.1 An Instance for the Super Mario Game -- 4 Conclusions -- References -- Applications of Gamification in the Context of Higher Education. A Theoretical Approach -- 1 Introduction -- 2 Gamification in Higher Education: Theoretical Approach -- 3 The Role of the Teacher in Gamification Processes -- 3.1 Phases in the Design of a Gamified System -- 4 Innovative Applications and Tools for Gamification -- 5 Conclusions -- References -- Learning AnalyTICs: Exploring the Hypothetical Learning Trajectories Through Mathematical Games -- 1 Introduction -- 2 Related Works -- 3 Theoretical Background -- 4 A Case Study: The Tower of Hanoi Game -- 4.1 Presentation of Hypothesis -- 5 Findings and Discussion -- 6 Conclusions -- References -- A Tool to Assess Students' Performance in Programming -- 1 Introduction -- 2 State of the Art -- 3 Solution -- 4 Conclusions and Future Work -- References -- Experiments on Gamification with Virtual and Augmented Reality for Practical Application Learning -- 1 Introduction -- 2 Related Work -- 2.1 Virtual Reality (VR) and Augmented Reality (AR) -- 2.2 Gamification -- 3 Application of Gamification and Mixed Realities -- 3.1 Gamification Elements -- 3.2 Virtual Reality -- 3.3 Augmented Reality -- 4 Results -- 5 Conclusion and Future Work -- References -- Gamification as a Motivational and Socio-educational Resource in Classrooms with Students at Risk of Social Exclusion -- 1 Introduction. 327 $a2 Gamification. Characteristics and Benefits of Its Application -- 3 Gamification as an Inclusion Strategy -- 4 Conclusions -- References -- Workshop on TEL in Nursing Education Programs (NURSING) -- Workshop on TEL in Nursing Education Programs (NURSING) -- chPart3 -- Organization -- Organizing Committee -- The Collaboration Among Pediatric Residents, Nursing and Midwifery Students for Newborn Health: A Quasi-experimental Study on Interprofessional High-Fidelity Patient Simulation -- 1 Introduction -- 2 Method -- 3 Results -- 4 Discussion -- 5 Conclusions -- Appendix -- References -- Care Robots and Bioethics: A Discussion Paper on Moral Standing of New Training Opportunities -- 1 Are Carebots Slave or Friends? -- 2 Robots as Slaves -- 3 Robots as Friends -- 4 Trusting Robots? -- 5 Conclusions -- References -- The Use of Robotics to Enhance Learning in Nursing Education: A Scoping Review -- 1 Introduction -- 2 Methods -- 2.1 Study Design and Search Strategy -- 2.2 Study Selection, Data Collection Process, and Synthesis of Results -- 3 Results -- 4 Discussion -- 5 Conclusions -- References -- Time to Incorporate Artificial Intelligence into High-Fidelity Patient Simulators for Nursing Education: A Secondary Analysis of a Pilot Study -- 1 Introduction -- 2 Materials and Methods: Applying Multiple Scenario Algorithms in a Learning Experience of Postgraduate Critical Care Nursing Students -- 2.1 The HAL® S 1000 Interface: From the Scenario Script to Algorithm Setting -- 2.2 Procedures, Learning Outcomes, Measurement Tools, and Data Analysis -- 2.3 The Simulation Experiences and Students' Learning Gains -- 3 Lesson Learned and Future Perspectives -- 4 Conclusion -- References -- Opinions and Experiences of Nursing Students About the High-Fidelity Simulation: A Multicentric Multi-method Sequential Study -- 1 Introduction -- 2 Methods -- 3 Results. 327 $a4 Discussion. 330 $aState-of-the-art and novel methodologies and technologies allow researchers, designers, and domain experts to pursue technology-enhanced learning (TEL) solutions targeting not only cognitive processes but also motivational, personality, or emotional factors. The International Conference in Methodologies and Intelligent Systems for Technology-Enhanced Learning (MIS4TEL'21) is hosted by the University of Salamanca and was held in Salamanca (Spain) from October 6?8, 2021. The annual appointment of MIS4TEL established itself as a consolidated fertile forum where scholars and professionals from the international community, with a broad range of expertise in the TEL field, share results and compare experiences. The calls for papers of the 11th edition of the conference welcomed novel research in TEL and expands on the topics of the previous editions: It solicited work from new research fields (ranging from artificial intelligence and agent-based systems to robotics, virtual reality, Internet of things and wearable solutions, among others) concerning methods and technological opportunities, and how they serve to create novel approaches to TEL, innovative TEL solutions, and valuable TEL experiences. 410 0$aLecture Notes in Networks and Systems,$x2367-3389 ;$v326 606 $aComputational intelligence 606 $aArtificial intelligence 606 $aComputational Intelligence 606 $aArtificial Intelligence 615 0$aComputational intelligence. 615 0$aArtificial intelligence. 615 14$aComputational Intelligence. 615 24$aArtificial Intelligence. 676 $a371.33 700 $aDe la Prieta$b Fernando$0848310 702 $aDe la Prieta$b Fernando 801 0$bMiAaPQ 801 1$bMiAaPQ 801 2$bMiAaPQ 906 $aBOOK 912 $a9910522940403321 996 $aMethodologies and intelligent systems for technology enhanced learning, 11th International Conference$92878167 997 $aUNINA