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Proceedings of TEEM 2023 : The Eleventh International Conference on Technological Ecosystems for Enhancing Multiculturality



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Autore: Gonçalves José Alexandre de Carvalho Visualizza persona
Titolo: Proceedings of TEEM 2023 : The Eleventh International Conference on Technological Ecosystems for Enhancing Multiculturality Visualizza cluster
Pubblicazione: Singapore : , : Springer, , 2024
©2024
Edizione: 1st ed.
Descrizione fisica: 1 online resource (1513 pages)
Altri autori: LimaJosé Luís Sousa de Magalhães  
CoelhoJoão Paulo  
García-PeñalvoFrancisco José  
García-HolgadoAlicia  
Nota di contenuto: Intro -- Preface -- Contents -- Volume 1 -- Trends on Gamification, Generative AI, Multidisciplinary Technological Resources, Engineering Education, New Trends in Mechatronics, Diversity Gap in STEM, Laboratories in STEM Education at TEEM 2023 -- 1 Gamification and Games for Learning (GamiLearn'23) -- 1.1 Introduction -- 1.2 Contributions -- 1.3 Conclusions -- 1.4 Acknowledgments -- 2 Managing Generative AI in Educational Settings -- 2.1 Introduction -- 3 Multidisciplinary Technological Resources Applied to Health Sciences -- 4 Engineering Education: Approaches to Technology Education and Multiculturality -- 4.1 Introduction -- 4.2 Engineering Education Papers in TEEM 2023 -- 5 New Trends in Mechatronics Engineering Education -- 6 Facing the Diversity Gap in STEM in Education and Working Spaces -- 6.1 Introduction -- 6.2 Contributions to the TEEM 2023 Bridging the Diversity Gap in STEM -- 7 Lab-Based Education in STEM -- 7.1 Introduction -- 7.2 Brief State of the Art -- 7.3 Brief Presentation of Each Paper -- References -- Gamification and Games for Learning (GAMILEARN) -- The Dynamics of Students' Playing Profiles in a Programming Educational Escape Room -- 1 Introduction and Background -- 2 Description of the Escape Room -- 3 Methods -- 3.1 Data Collection -- 3.2 Data Analysis -- 4 Results -- 4.1 Descriptive Statistics -- 4.2 RQ1: What Distinct Playing Profiles Can Be Identified from Students' Gameplay Data in an Educational Escape Room? -- 4.3 RQ2: How Does the Interplay Between Gameplay-Related Variables Contribute to Escape Room Completion? -- 4.4 RQ3: What is the Relationship Between the Identified Profiles and Knowledge Acquisition During an Educational Escape Room? -- 5 Discussion and Conclusions -- References -- Simulations for Learning in Complex Scenarios: Students' Most Valued Elements -- 1 Introduction.
2 Game-Based Learning and Simulators -- 3 Research Questions -- 4 Methods -- 5 Results -- 6 Discussion and Conclusions -- References -- The Role of Reflection in Educational Games. Developing Skills for This New Millennium -- 1 Introduction -- 2 Literature Review -- 3 The Game -- 4 Methodology and Results -- 5 Conclusions and Future Research -- References -- Exploring the Potential of Game-Based Learning for Promoting Academic Integrity and Complex Thinking -- 1 Introduction -- 2 Background -- 2.1 Academic Integrity in Higher Education -- 2.2 Digital Game-Based Learning and Academic Integrity -- 2.3 Complex Thinking and Academic Integrity -- 3 Materials and Methods -- 4 Results -- 4.1 Academic Integrity Awareness -- 4.2 Game Mechanics -- 4.3 Game Perception -- 5 Discussion -- 6 Conclusion -- References -- Looking Beyond Academia: A Study on Best Practices in the Catalan Gameful Design Industry -- 1 Introduction -- 2 Literature Review -- 3 Research Questions and Questionnaire Design -- 4 Results and Discussion -- 4.1 Properties of the Industry -- 4.2 Opinions on Best Practices -- 5 Conclusions and Further Work -- References -- GALEDE: GAmified LEarning Design Editor -- 1 Introduction -- 2 Background Concepts -- 2.1 Authoring Tools -- 2.2 Gamification -- 3 The GAmified LEarning Design Editor (GALEDE) Authoring Tool -- 3.1 GALEDE Design Description -- 3.2 GALEDE Features and Concepts Description -- 4 Example of a Use Case -- 5 Conclusion and Perspectives -- References -- Enhancing Digital Competence Acquisition in Older Adults Through Gamification -- 1 Introduction -- 2 The Present Study -- 2.1 Aim -- 2.2 Research Question -- 2.3 Data Analysis -- 2.4 Participants -- 2.5 Duration -- 2.6 Materials and Description of the Interventions -- 3 Results -- 3.1 Outcomes of the Initial Session -- 3.2 Outcomes of the Second Session.
3.3 Outcomes of the Third Session -- 3.4 Outcomes of the Fourth Session -- 4 Discussions -- 5 Conclusions -- References -- Unplugged Versus Plugged Gamification - A Comparative Study in Higher Education on Engagement, Motivation and Teachers' Perception -- 1 Introduction -- 2 Background -- 3 Methodology -- 4 Results -- 4.1 Analysis of Literature Review -- 4.2 Comparing Engagement and Motivation Between Plugged and Unplugged Gamification -- 5 Discussion -- 6 Conclusions -- References -- Dragon Ball Z, The Legendary Tribes: A Gamified Experience in English -- 1 Introduction -- 2 Related Work -- 3 Method -- 3.1 Participants -- 3.2 Materials/Resources -- 3.3 Procedure -- 4 Design of Gamified Projects. -- 5 Results and Discussion -- 6 Conclusions -- References -- Using Unplugged Gamification in the Classroom in a Scenario with Limited Technological Access -- 1 Introduction -- 2 Related Works -- 3 Method -- 4 Conclusions -- References -- Managing Generative AI in Educational Settings -- Leveraging on Generative AI to Teach Undergraduate Software Engineering: A Collaborative Prompt Catalogue -- 1 Introduction -- 2 A Brief on Generative AI and ChatGPT -- 3 ChatGPT in the Software Engineering Classroom -- 3.1 A GitHub Repository of Usable Prompts for Teaching SE -- 4 Discussion -- 5 Conclusions -- References -- Possible Applications of ChatGPT in Higher Education -- 1 Introduction -- 2 Methodology -- 3 ChatGPT in Higher Education -- 3.1 ChatGPT as Educators Supporting Tool -- 3.2 ChatGPT Literacy -- 3.3 ChatGPT Implications on Assessments -- 3.4 Future Research Directions -- 4 Conclusion -- References -- Exploring the Impact of ChatGPT on Education: A Case of Study on Spanish Tweets -- 1 Introduction -- 2 Related Work -- 3 Methodology -- 3.1 Data Collection and Preprocessing -- 3.2 NLP Techniques -- 4 Results -- 4.1 Word Frequency.
4.2 Relevant Author Identification -- 4.3 Sentiment Analysis -- 4.4 Topic Modeling -- 5 Conclusion and Future Works -- References -- ChatGPT in the Teaching and Learning Initial Programming: A Case Study -- 1 Introduction -- 2 Context and Background -- 3 ChatGPT as a Learning Aid Tool -- 3.1 ChatGPT About C Identifiers -- 3.2 ChatGPT About C Statements and Programs -- 3.3 ChatGPT in the Ordering of Instructions in a Program -- 4 Conclusion -- References -- Training Teaching Personnel in Incorporating Generative Artificial Intelligence in Higher Education: A Complex Thinking Approach -- 1 Introduction -- 2 Background -- 2.1 Digital skills in Higher Education Teaching Personnel -- 2.2 Training Higher Education Teaching Personnel in AI -- 2.3 Complex Thinking of Higher Education Teaching Personnel -- 3 Theoretical Framework -- 4 Method and Materials -- 5 Results -- 5.1 Current Use of Technological Tools for Teaching and Socio-demographic Characteristics -- 5.2 Educators' intention to use AI-based educational tools in higher education -- 5.3 Challenges and limitations of AI-based educational tools perceived by educators in higher education -- 6 Discussion and Conclusion -- References -- Transforming Education Through Integrating AI: A Systematic Mapping Review for Enhanced User Experience -- 1 Introduction -- 2 Research Method -- 2.1 Research Questions -- 2.2 Inclusion and Exclusion Criteria -- 2.3 Data Sources -- 2.4 Query Strings -- 2.5 Quality Criteria -- 3 Review Process -- 4 Data Extraction -- 5 Results of the Mapping Questions -- 6 Discussion -- 7 Conclusion -- References -- Smart Learning Applications: Leveraging LLMs for Contextualized and Ethical Educational Technology -- 1 Introduction -- 2 Smart Learning Applications -- 3 Generative AI Models as a Foundation for Smart Learning Applications -- 3.1 Embeddings.
3.2 The Context in LLMs Based on Transformers -- 4 Conclusions and Further Work -- References -- Multidisciplinary Technological Resources Applied to Health Sciences -- Application of Digital Video-Capillaroscopy in Clinical Practice and Teaching -- 1 Introduction -- 2 Material and Methods -- 3 Results and Discussion -- 4 Conclusions -- References -- Technology Development for Dynamic Learning in Virtual Reality Environments -- 1 Introduction -- 1.1 A Subsection Sample -- 2 Material and Methods -- 2.1 Materials and Photographic Capture Configuration -- 2.2 Capture Strategies -- 2.3 Processing of the Photogrammetric Models -- 2.4 Re-Topology and Geometry Baking -- 3 Results -- 4 Conclusions -- References -- Impact of Robot-Assisted Surgery and 3D Vision Systems with Virtual Reality on Medical Training -- 1 Introduction -- 2 Material and Methods -- 3 Results -- 4 Conclusions -- References -- Major Trends in Health-Centered Nursing Professional Education and Complex Thinking -- 1 Introduction -- 2 Literature Review -- 2.1 Self-directed Learning -- 2.2 Virtual Reality and Augmented Reality -- 2.3 Simulators -- 2.4 Games -- 2.5 Complex Thinking -- 3 Discussion -- 4 Conclusion -- References -- Proposal and Definition of a Novel Intelligent System for the Diagnosis of Bipolar Disorder Based on the Use of Quick Response Codes Containing Single Nucleotide Polymorphism Data -- 1 Introduction -- 2 Materials and Methods -- 2.1 Dataset -- 2.2 Proposed Methodology -- 3 Results -- 4 Conclusions -- References -- Degree of Satisfaction of Nursing Students with the Flipped Classroom Methodology in Simulation Scenarios -- 1 Introduction -- 2 Material and Methods -- 3 Results -- 4 Discussion and Conclusions -- References -- Updating the Anatomical Understanding of Carpal Tunnel Using State-of-the-Art Imaging Techniques -- 1 Introduction -- 2 Objectives.
3 Material and Methods.
Titolo autorizzato: Proceedings of TEEM 2023  Visualizza cluster
ISBN: 9789819718146
9789819718139
Formato: Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione: Inglese
Record Nr.: 9910878981303321
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Serie: Lecture Notes in Educational Technology Series