LEADER 06015nam 22006495 450 001 9910874676903321 005 20240909105501.0 010 $a9783031658846$b(electronic bk.) 010 $z9783031658839 024 7 $a10.1007/978-3-031-65884-6 035 $a(MiAaPQ)EBC31539218 035 $a(Au-PeEL)EBL31539218 035 $a(CKB)33101351300041 035 $a(DE-He213)978-3-031-65884-6 035 $a(EXLCZ)9933101351300041 100 $a20240720d2024 u| 0 101 0 $aeng 135 $aurcnu|||||||| 181 $ctxt$2rdacontent 182 $cc$2rdamedia 183 $acr$2rdacarrier 200 10$aInnovative Technologies and Learning $e7th International Conference, ICITL 2024, Tartu, Estonia, August 14?16, 2024, Proceedings, Part II /$fedited by Yu-Ping Cheng, Margus Pedaste, Emanuele Bardone, Yueh-Min Huang 205 $a1st ed. 2024. 210 1$aCham :$cSpringer Nature Switzerland :$cImprint: Springer,$d2024. 215 $a1 online resource (272 pages) 225 1 $aLecture Notes in Computer Science,$x1611-3349 ;$v14786 311 08$aPrint version: Cheng, Yu-Ping Innovative Technologies and Learning Cham : Springer,c2024 9783031658839 320 $aIncludes bibliographical references and index. 327 $a -- STEM/STEAM Education. -- The Relationship between Research Productivity and Teaching Effectiveness. -- Teaching Postgraduate Students User Experience Evaluation Through Eye Tracking Technology: An Experiential Learning Approach. -- Exploring the Impact of Digital Building Blocks on Spatial Self-Efficacy in Adults of Different Genders. -- A study on elementary school students in the middle grades using mBot robot cars explore local communities in an interdisciplinary curriculum. -- Play My Math: Second development cycle of an EdTech tool supporting the teaching and learning of fractions through music in algebraic notation. -- Virtual Game on Everyday Statistics. -- VR/AR/MR/XR in Education. -- Immersive Learning Environments: Fostering Self-Directed Learning in Junior High School Students through Virtual Tours. -- Designing an AR e-book to support STEAM education. -- Applying the POEC Teaching Strategy to Virtual Reality Teaching Activities: A Case Study. -- The Empirical Research on the Impact of Applying VR Technology to Students' Skill Learning in Machining Processing Courses on Questionnaire Evaluation. -- Creating a virtual and physical learning environment for business management students - integrating AR and STEM teaching strategies. -- Effects of an Augmented Reality University Drug Prevention Board Game on University Students' Gaming Anxiety and Flow Experience. -- Exploring Virtual Collaboration Platforms for Product Design Courses: A Preliminary Evaluation Study. -- The impact of feedback mechanism in VR learning environment. -- Application and Design of Generative Artificial Intelligence in Education. -- Students? Perceptions of Study Efficacy, Effectiveness, and Efficiency: Effects of Voice assistant Use. -- Bridging Literature and Code: Empowering Students to Explore Digital Humanities through Generative AI. -- Enhancing Python Learning through Retrieval-Augmented Generation: A Theoretical and Applied Innovation in Generative AI Education. -- Use of taxonomy in planning teaching activities in higher education. -- The Impact of Integrating AI Chatbots and Microlearning into Flipped Classrooms: Enhancing Students' Motivation and Higher-Order Thinking Skills. -- GAI-assisted personal discussion process analysis. -- Enhancing Engagement and Motivation in English Writing through AI: The Impact of ChatGPT-Supported Collaborative Learning. -- Designing Social Robots for Learning: HRI Participatory Design Workshop. -- Investigating the driving factors of the use of generative AI among college students. -- AI in Teacher Education: Introductory Training for PreService Teachers involving Microsoft Copilot. -- Bridging STEM Education and Ubiquitous Learning: A Case Study on Developing a LINE Chatbot with Google's Gemini for Virtual Peer Collaboration. -- Leveraging OpenAI API for Developing a Monopoly Game-Inspired Educational Tool Fostering Collaborative Learning and Self-Efficacy. 330 $aThe two-volume set LNCS 14785 and 14786 constitutes the refereed conference proceedings of the 7th International Conference on Innovative Technologies and Learning, ICITL 2024, Tartu, Estonia, during August 14 -16, 2024. The 60 full papers included in this book were carefully reviewed and selected from 131 submissions. They were organized in topical sections as follows: Part One : Artificial Intelligence in Education; Computational Thinking in Education; Design and Framework of Learning Systems and Pedagogies to Innovative Technologies and Learning. Part Two : STEM/STEAM Education; VR/AR/MR/XR in Education; and Application and Design of Generative Artificial Intelligence in Education. 410 0$aLecture Notes in Computer Science,$x1611-3349 ;$v14786 606 $aEducation$xData processing 606 $aComputer engineering 606 $aComputer networks 606 $aApplication software 606 $aArtificial intelligence 606 $aComputers and Education 606 $aComputer Engineering and Networks 606 $aComputer and Information Systems Applications 606 $aArtificial Intelligence 615 0$aEducation$xData processing. 615 0$aComputer engineering. 615 0$aComputer networks. 615 0$aApplication software. 615 0$aArtificial intelligence. 615 14$aComputers and Education. 615 24$aComputer Engineering and Networks. 615 24$aComputer and Information Systems Applications. 615 24$aArtificial Intelligence. 676 $a371.334 702 $aZheng$b Youping 801 0$bMiAaPQ 801 1$bMiAaPQ 801 2$bMiAaPQ 912 $a9910874676903321 996 $aInnovative Technologies and Learning$92910036 997 $aUNINA