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Engineering Education and Technological / Professional Learning
Engineering Education and Technological / Professional Learning
Autore Viegas Clara
Pubbl/distr/stampa MDPI - Multidisciplinary Digital Publishing Institute, 2019
Descrizione fisica 1 electronic resource (176 p.)
Soggetto non controllato edutainment
creative commons license
matching under preferences
European Project Semester
teaching and research staff
eco-design
capstone project
active learning
automation
Fluid Mechanics
eco-efficiency
infotainment
OER developmental challenges
rubrics
project management
undergraduate engineering program
transnational education
engineering classroom practices
OER adaptation
railway engineering
competences
interactive technology
digital engineering
project allocations
teaching approaches
Practical Work
assessments and evaluations
student engagement
CAD/CAM
Assessment
robotics
OER creation
flexible manufacturing system
Industry 4.0
engineering education
professional competencies
final project
student-centered learning
supervision
clickers
accreditation
circular Economy
learning objectives
final year project
constructive alignment
environmental educational materials
Engineering Education
industrial communications
Students Perceptions
4C2S analysis framework
ISBN 3-03921-985-5
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Record Nr. UNINA-9910367737303321
Viegas Clara  
MDPI - Multidisciplinary Digital Publishing Institute, 2019
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
Proceedings of TEEM 2023 : The Eleventh International Conference on Technological Ecosystems for Enhancing Multiculturality
Proceedings of TEEM 2023 : The Eleventh International Conference on Technological Ecosystems for Enhancing Multiculturality
Autore Gonçalves José Alexandre de Carvalho
Edizione [1st ed.]
Pubbl/distr/stampa Singapore : , : Springer, , 2024
Descrizione fisica 1 online resource (1513 pages)
Altri autori (Persone) LimaJosé Luís Sousa de Magalhães
CoelhoJoão Paulo
García-PeñalvoFrancisco José
García-HolgadoAlicia
Collana Lecture Notes in Educational Technology Series
ISBN 9789819718146
9789819718139
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
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.
Record Nr. UNINA-9910878981303321
Gonçalves José Alexandre de Carvalho  
Singapore : , : Springer, , 2024
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui