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[null,"1.","Record Nr.",null,"UNINA9910482030603321"]
[null,null,"Autore",null,"Anon"]
[null,null,"Titolo",null,"Lvcidissimvm signorvm specvlvm, pictorum sculptorum studiosis tyrombus. = Clare teecken spiegel voor de leerlustige jeuct. By L.C [[electronic resource]]"]
[null,null,"Pubbl/distr/stampa",null,"Amsterdam, : Claes Jansz Visscher, 1639"]
[null,null,"Descrizione fisica",null,"Online resource (2° obl)"]
[null,null,"Lingua di pubblicazione",null,"Latino"]
[null,null,"Formato",null,"Materiale a stampa"]
[null,null,null,"Livello bibliografico","Monografia"]
[null,null,null,"Note generali","Reproduction of original in Koninklijke Bibliotheek, Nationale bibliotheek van Nederland."]
[null,"2.","Record Nr.",null,"UNISA996534464803316"]
[null,null,"Titolo",null,"Learning Technologies and Systems [[electronic resource] ] : 21st International Conference on Web-Based Learning, ICWL 2022, and 7th International Symposium on Emerging Technologies for Education, SETE 2022, Tenerife, Spain, November 21–23, 2022, Revised Selected Papers / / edited by Carina S. González-González, Baltasar Fernández-Manjón, Frederick Li, Francisco José García-Peñalvo, Filippo Sciarrone, Marc Spaniol, Alicia García-Holgado, Manuel Area-Moreira, Matthias Hemmje, Tianyong Hao"]
[null,null,"Pubbl/distr/stampa",null,"Cham : , : Springer International Publishing : , : Imprint : Springer, , 2023"]
[null,null,"ISBN",null,"3-031-33023-4"]
[null,null,"Edizione",null,"[1st ed. 2023.]"]
[null,null,"Descrizione fisica",null,"1 online resource (551 pages)"]
[null,null,"Collana",null,"Lecture Notes in Computer Science, , 1611-3349 ; ; 13869"]
[null,null,"Disciplina",null,"370"]
[null,null,"Soggetti",null,"Application software"]
[{"$nulls":4},"Computer and Information Systems Applications"]
[null,null,"Lingua di pubblicazione",null,"Inglese"]
[null,null,"Formato",null,"Materiale a stampa"]
[null,null,null,"Livello bibliografico","Monografia"]
[null,null,null,"Nota di bibliografia","Includes bibliographical references and index."]
[null,null,"Nota di contenuto",null,"ICWL 2022. International Conference on Web-based Learning -- Digital Divide, Local and Global? Surveying Augmented Reality Educational Usage in Europe and South America -- Gamifying Experiential Learning Theory -- The Learning Analytics System that improves the teaching-learning experience of MOOC instructors and students -- Intelligent Instructional Design via Interactive Knowledge Graph Editing -- A two-step process for analysing teacher’s behaviors using a scenario-based platform -- New digital tools to teach soft skills and sustainability for the labor market: gamification as a tool for competency acquisition in realistic contexts -- Pocket English Master – Language Learning with Reinforcement Learning, Augmented Reality and Artificial Intelligence -- : The design of an adaptive tool supporting formative assessment in data science courses -- Serious games for social problems -- Contextual Ontology-based Feature Selection for Teachers -- Automated Assessment in Computer Science: A Bibliometric Analysis of the Literature -- Can Educators Develop Digital Role-Playing Games? -- Constructing Low-Redundant and High-Accuracy Knowledge Graphs for Education -- Extracting the Language of the Need for Urgent Intervention in MOOCs by Analysing Text Posts -- Challenges in the "]
[{"$nulls":4},"Implementation of Web Based Digital Content Repository for Teachers in Bulgaria -- Providing Meaningful Digital Competence Assessment Feedback for Supporting Teachers Professional Development -- An Intelligent Chatbot Supporting Students in Massive Open Online courses -- Using a MOOC to Train Teachers to Design and Deliver MOOCs -- Designing a Game-Based Learning Environment for College students’ campus learning -- Towards a Metaverse of Knowledge: A Constructivist Proposition on Immersive Learning and Visual Literacy -- SETE 2022. International Symposium on Emerging Technologies for Education -- Acceptance evaluation of a serious game to address gender stereotypes in Mexico -- Learning experience design with Maker Education -- Mobile English Learning: A Meta-analysis -- 360° Tour as an Interactive Tool for Virtual Laboratories: A Proposal -- Wearable Devices for Smart Education Based on Sensing Data: Methods and Applications -- The Use of Verbs in International Chinese Language Education -- A tangible learning application from the 3D printer for the practical teaching of meat cutting in inclusive vocational education -- A New World of Open Space: Reflections and Perspectives of Chinese scholars on the digital transformation of education and future education research -- Game-based co-creation method for children and adolescents with medical complex disease -- A Deep Learning System to Help Students Build Concept Maps -- Flexible heuristics for supporting recommendations within an AI platform aimed at non-expert users -- The 5th International Workshop on Educational Technology for Language Learning (ETLL 2022) -- Grammatical Strategies for Clause Combining and the Acquisition by Chinese EFL Learners -- Corpus-Based Sociolinguistic Study of Undergraduate English Writing and Its Implications for Business English Teaching -- Learner Portrait in Hybrid English Listening and Speaking Courses -- Conceptualizing a Gamified Flipped Model for English as Second-Language Classes in Secondary Schools: A Comparative Study between Different Age Groups -- Using Video Dubbing to Foster EFL College Students' English News Broadcasting Ability -- The 6th International Symposium on User Modeling and Language Learning (UMLL 2022) -- Exploring Learning Engagement of Higher Vocational College Students in MALL -- Flipped data science classrooms with peer instruction and just-in-time teaching: students’ perceptions and learning experiences -- Using vicarious learning feedback videos as self-directed learning resources in a LMOOC context -- Blended Learning Approach in English Teaching: Effectiveness and Challenges -- Digitalization in Language and Cross-Cultural Education -- The Structure of Motivation in Online Translation Learning and the Role of L2 Motivation Self System -- Transediting of Children’s Literature in the Age of Technology -- A Study on Knowledge Network Acceptability Facilitated by a Computer-Aided Translation Learning Platform -- On the Design of Computer-Aided Translation Teaching -- The Visualizing and Transferring of Communicative Rhetorical Modelling in Active Reading-Writing Teaching Based on Cognitive Apprenticeship: Case Analyses Facilitated by Rain-classroom and Pigai.org -- An Empirical Study on Knowledge-Network-Based Translation Learning -- Designing Blended Learning Model for Medical English Course Based on POA -- Application of the Formative Assessment Model in College English Course Assisted by Digital Platforms---Taking HFUT as an Example -- Translation Skills Training Through In-Depth Analysis: With Special Reference to Online Self-Learning on Textwells -- 1st Workshop on Hardware and software systems as enablers for lifelong learning (HASSELL) -- A Theoretical Framework for Computer Vision Learning Environment."]
[null,null,null,"Sommario/riassunto","This book constitutes the refereed conference proceedings of the 21st "]
[{"$nulls":4},"International Conference on Web-Based Learning, ICWL 2022 and 7th International Symposium on Emerging Technologies for Education, SETE 2022, held in Tenerife, Spain in November 21–23, 2022. The 45 full papers and 5 short papers included in this book were carefully reviewed and selected from 82 submissions. The topics proposed in the ICWL&SETE Call for Papers included several relevant issues, ranging from Semantic Web for E-Learning, through Learning Analytics, Computer-Supported Collaborative Learning, Assessment, Pedagogical Issues, E-learning Platforms, and Tools, to Mobile Learning. In addition to regular papers, ICWL&SETE 2022 also featured a set of special workshops and tracks: The 5th International Workshop on Educational Technology for Language Learning (ETLL 2022), The 6th International Symposium on User Modeling and Language Learning (UMLL 2022), Digitalization in Language and Cross-Cultural Education, First Workshop on Hardware and software systems as enablers for lifelong learning (HASSELL)."]