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Blended Learning : Lessons Learned and Ways Forward [[electronic resource] ] : 16th International Conference on Blended Learning, ICBL 2023, Hong Kong, China, July 17-20, 2023, Proceedings / / edited by Chen Li, Simon K. S. Cheung, Fu Lee Wang, Angel Lu, Lam For Kwok
Blended Learning : Lessons Learned and Ways Forward [[electronic resource] ] : 16th International Conference on Blended Learning, ICBL 2023, Hong Kong, China, July 17-20, 2023, Proceedings / / edited by Chen Li, Simon K. S. Cheung, Fu Lee Wang, Angel Lu, Lam For Kwok
Autore Li Chen
Edizione [1st ed. 2023.]
Pubbl/distr/stampa Cham : , : Springer Nature Switzerland : , : Imprint : Springer, , 2023
Descrizione fisica 1 online resource (293 pages)
Disciplina 371.334
Altri autori (Persone) CheungSimon K. S
WangFu Lee
LuAngel
KwokLam-For
Collana Lecture Notes in Computer Science
Soggetto topico Education - Data processing
Application software
User interfaces (Computer systems)
Human-computer interaction
Social sciences - Data processing
Computers and Education
Computer and Information Systems Applications
User Interfaces and Human Computer Interaction
Computer Application in Social and Behavioral Sciences
ISBN 3-031-35731-0
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Keynotes -- Teachers’ readiness for adopting online merge offline learning in digital -- Agile-blended Learning as a Metropolitan Teaching Approach -- Collaborative approaches to research-informed practice in tertiary education -- The power of rotation: Investigating the impact of the RST model on students' deep Learning -- Smart Classroom and Digital Literacy -- Investigating the Influence of Seating Factors on Perception of the Learning Environment in Smart Classroom -- Study on the influencing factors of junior high school students’ learning engagement under the smart classroom environment -- Integrating Digital Citizenship into a Primary School Course “Ethics and the Rule of Law”: Necessity, Strategies and a Pilot Study -- From ICT Utilization to Student Learning Achievement: Mediation Effects of Digital Literacy and Problem- solving Ability -- Online and Distant Learning -- The Effect of Corpus-based Writing Practices on EFL learners' Lexical Diversity and Lexical Sophistication -- On the Reflection of Online Distance Instruction into Blended Teaching and Learning -- Camera shy in online synchronous class: A qualitative study in college students -- Investigating Demographics and Behavioral Engagement Associated with Online Learning Performance -- Content and Pedagogy Development for Blended Learning -- Content Development of 'Literary Tourism' within Blended Learning Concept – Case Study -- Using WPBL to Improve Engineering Undergraduates’ Computational Thinking Performance in Flipped Classroom -- Cultivating Students’ Creative Thinking Using Visual Narrative in an Agile Blended Learning Environment -- Key Complexities Inhibiting Design and Implementation of Adaptive-Inclusive Learning Environments -- Gamification and Interactive Learning Environment -- Research on the Practice of VR Entering the Classroom – Taking City University Students of Macau as an Example -- How Can Teachers Facilitate Computer-Supported Collaborative Learning? A Literature Review of Teacher Intervention in CSCL -- Assessing Secondary Students’ Digital Literacy Using an Evidence-Centered Game Design Approach -- Museum Blended Learning through Digital Learning Platform: The Case of Smithsonian Learning Lab -- Learning Analytics and Big Data in Education -- Research on Dynamic Learning Intervention Driven by Data -- Predictive analytics for university student admission: A literature review -- Construction and Implementation of the Data-driven Flexible Teaching Model of University Courses -- Design and Effect of Guided and Adaptive Tutoring Tips for Helping School Mathematics Problems Solving.
Record Nr. UNISA-996542668803316
Li Chen  
Cham : , : Springer Nature Switzerland : , : Imprint : Springer, , 2023
Materiale a stampa
Lo trovi qui: Univ. di Salerno
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Blended Learning : Lessons Learned and Ways Forward : 16th International Conference on Blended Learning, ICBL 2023, Hong Kong, China, July 17-20, 2023, Proceedings / / edited by Chen Li, Simon K. S. Cheung, Fu Lee Wang, Angel Lu, Lam For Kwok
Blended Learning : Lessons Learned and Ways Forward : 16th International Conference on Blended Learning, ICBL 2023, Hong Kong, China, July 17-20, 2023, Proceedings / / edited by Chen Li, Simon K. S. Cheung, Fu Lee Wang, Angel Lu, Lam For Kwok
Autore Li Chen
Edizione [1st ed. 2023.]
Pubbl/distr/stampa Cham : , : Springer Nature Switzerland : , : Imprint : Springer, , 2023
Descrizione fisica 1 online resource (293 pages)
Disciplina 371.334
Altri autori (Persone) CheungSimon K. S
WangFu Lee
LuAngel
KwokLam-For
Collana Lecture Notes in Computer Science
Soggetto topico Education - Data processing
Application software
User interfaces (Computer systems)
Human-computer interaction
Social sciences - Data processing
Computers and Education
Computer and Information Systems Applications
User Interfaces and Human Computer Interaction
Computer Application in Social and Behavioral Sciences
ISBN 3-031-35731-0
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Keynotes -- Teachers’ readiness for adopting online merge offline learning in digital -- Agile-blended Learning as a Metropolitan Teaching Approach -- Collaborative approaches to research-informed practice in tertiary education -- The power of rotation: Investigating the impact of the RST model on students' deep Learning -- Smart Classroom and Digital Literacy -- Investigating the Influence of Seating Factors on Perception of the Learning Environment in Smart Classroom -- Study on the influencing factors of junior high school students’ learning engagement under the smart classroom environment -- Integrating Digital Citizenship into a Primary School Course “Ethics and the Rule of Law”: Necessity, Strategies and a Pilot Study -- From ICT Utilization to Student Learning Achievement: Mediation Effects of Digital Literacy and Problem- solving Ability -- Online and Distant Learning -- The Effect of Corpus-based Writing Practices on EFL learners' Lexical Diversity and Lexical Sophistication -- On the Reflection of Online Distance Instruction into Blended Teaching and Learning -- Camera shy in online synchronous class: A qualitative study in college students -- Investigating Demographics and Behavioral Engagement Associated with Online Learning Performance -- Content and Pedagogy Development for Blended Learning -- Content Development of 'Literary Tourism' within Blended Learning Concept – Case Study -- Using WPBL to Improve Engineering Undergraduates’ Computational Thinking Performance in Flipped Classroom -- Cultivating Students’ Creative Thinking Using Visual Narrative in an Agile Blended Learning Environment -- Key Complexities Inhibiting Design and Implementation of Adaptive-Inclusive Learning Environments -- Gamification and Interactive Learning Environment -- Research on the Practice of VR Entering the Classroom – Taking City University Students of Macau as an Example -- How Can Teachers Facilitate Computer-Supported Collaborative Learning? A Literature Review of Teacher Intervention in CSCL -- Assessing Secondary Students’ Digital Literacy Using an Evidence-Centered Game Design Approach -- Museum Blended Learning through Digital Learning Platform: The Case of Smithsonian Learning Lab -- Learning Analytics and Big Data in Education -- Research on Dynamic Learning Intervention Driven by Data -- Predictive analytics for university student admission: A literature review -- Construction and Implementation of the Data-driven Flexible Teaching Model of University Courses -- Design and Effect of Guided and Adaptive Tutoring Tips for Helping School Mathematics Problems Solving.
Record Nr. UNINA-9910734859103321
Li Chen  
Cham : , : Springer Nature Switzerland : , : Imprint : Springer, , 2023
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
Blended Learning. Intelligent Computing in Education : 17th International Conference on Blended Learning, ICBL 2024, Macao SAR, China, July 29 - August 1, 2024, Proceedings
Blended Learning. Intelligent Computing in Education : 17th International Conference on Blended Learning, ICBL 2024, Macao SAR, China, July 29 - August 1, 2024, Proceedings
Autore Ma Will W. K
Edizione [1st ed.]
Pubbl/distr/stampa Singapore : , : Springer Singapore Pte. Limited, , 2024
Descrizione fisica 1 online resource (355 pages)
Altri autori (Persone) LiChen
FanChun Wai
ULeong Hou
LuAngel
Collana Lecture Notes in Computer Science Series
ISBN 9789819744428
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Intro -- Preface -- Organization -- Contents -- Keynotes -- Building a Learner-Centric Citywide Digital Literacy Ecosystem: Train-the-Trainer, Community-Based Learning, and Gifted Education -- 1 Introduction -- 2 What is a Learner-Centric Citywide Digital Literacy Ecosystem? -- 3 What are the Benefits of Building a Learner-Centric Citywide Digital Literacy Ecosystem? -- 4 What are the Challenges of Building a Learner-Centric Citywide Digital Literacy Ecosystem? -- 5 How Can Train-the-Trainer, Community-Based Learning, and Gifted Education Approaches Support Building a Learner-Centric Citywide Digital Literacy Ecosystem? -- 6 Use Case 1: HKSAR Gifted Education Programme -- 6.1 What is It? -- 6.2 What Has Been Taught? -- 6.3 Short-Term Results -- 6.4 Long-Term Results -- 6.5 Challenges and Recommendations for Improvement -- 7 Use Case 2: CityU Apps Lab (CAL) Train-the-Trainer City-Wide Programme -- 7.1 CityU Apps Lab Programs -- 7.2 Apps Lab's Problem-Based Learning Method -- 7.3 Students Achievements -- 7.4 Apps Lab Students Feedback -- 8 Conclusions -- References -- Trends and Challenges in Digital Education in the Age of Artificial Intelligence -- 1 Introduction -- 2 Overcoming Myths About Using Technology in Education -- 3 Educational Technology Trends in the AI Era -- 3.1 A Need for Increased Personalization of Educational Processes -- 3.2 Integration with Educational Uses of Virtual Reality (VR) and Augmented Reality (AR) -- 3.3 Improved Educational Feedback -- 3.4 Ethics and Improved Bias in Results -- 3.5 Educational Lifelong Learning Trajectories -- 4 Generative AI's Main Future Challenges -- 4.1 Adaptive Systems and Personalization -- 4.2 Profiling and Prediction -- 4.3 Assessment and Evaluation -- 4.4 Intelligent Tutoring Systems (ITS) -- 5 AI in HE: Ethical and Social Implications -- References.
How to Design Scientific, Happy and Effective Educational Games: Research on Educational Game Design from the Perspective of Learning Sciences -- 1 Introduction -- 2 Rationale for the Design of Educational Games -- 2.1 Theoretically Based on Research Findings in Educational Neuroscience -- 2.2 Technically Supported by Research Findings in Learning Analytics -- 3 Cases of Educational Game Design -- 3.1 The Arithmetic Game Monster Blocks -- 3.2 The Fraction Game Run Fraction -- 3.3 The Spatial Game Cube Elimination -- 3.4 The Number Cognition Game Find Stars -- 4 Characterization and Design Model of Educational Games -- 4.1 Characterization of Educational Games -- 4.2 Design Model for Educational Games -- 5 Design Principles of Educational Games -- 5.1 Balance of Skills and Challenges -- 5.2 Balance of Education and Game -- 5.3 Balance of Theory and Practice -- 5.4 Balance of Individuality and Commonality -- 6 Conclusion -- References -- Blended Learning and AI: Enhancing Teaching and Learning in Higher Education -- 1 Introduction -- 2 A Survey of Recent Scholarship on GenAI and BL -- 2.1 GenAI in Higher Education -- 2.2 GenAI in BL -- 3 Discussion: Observations and Strategies -- 3.1 AI Readiness, Literacy and Competency -- 3.2 Professional Development for Instructors -- 3.3 Learners' Use and Perception -- 3.4 Learning Analytics -- 3.5 Infrastructure -- 3.6 Co-Regulation -- 3.7 Copyright -- 3.8 Data Privacy -- 3.9 Inclusivity and Accessibility -- 4 Conclusion -- References -- Digital Literacy: Evolution, Evaluation and Enhancement -- 1 Introduction -- 2 Literature Review -- 2.1 Connotation Development of Digital Literacy -- 2.2 Connotation Development of Digital Literacy -- 3 Evaluation of Chinese Students' Digital Literacy -- 3.1 Sample Selection -- 3.2 Research Instrument -- 3.3 Results -- 4 Recommendations for Enhancing Students' Digital Literacy.
4.1 Building a Multi-Body Synergistic System to Cultivate Students' Digital Literacy -- 4.2 Exploring a Comprehensive Cultivation System for Students' Digital Literacy -- 4.3 Creating a Data-Driven Assessment System for Students' Digital Literacy -- References -- Revolutionizing Education with AI -- Complexities of Using Large Language Model Generative AI in Health Education and Robots -- 1 Introduction -- 2 Case Studies Using GPT3.5 (Accessed 01.28.2024) -- 2.1 Teaching the Human Circulatory System to Students in an American High School Grade 10 -- 2.2 Teaching Complex Health Issues Related to Blood Circulation in a Required Pathophysiology Course for American Undergraduate Students Applying to an American Bachelor of Science in Nursing Program -- 3 Discussion -- 4 Related Ongoing and Future Research Directions -- References -- New Dimensions: The Impact of the Metaverse and AI Avatars on Social Science Education -- 1 Introduction -- 2 Method -- 3 Results -- 4 Discussion -- 4.1 The Role of 'Interesting' in Predicting Intent to Use the Metaverse -- 4.2 Environment Topics Are More Usable and There is a Statistical Relationship Between Performance, Usefulness, and Interest -- 4.3 Environments with AI Avatars Are Less Easy to Use -- 4.4 Implications of Regression Findings -- 4.5 Comparison with Existing Works -- 4.6 Limitations -- 5 Conclusion -- References -- Construction and Implementation of Generative AI-Based Human-Machine Collaborative Classroom Teaching Model in Universities -- 1 Introduction -- 2 Literature Review -- 2.1 A Review of Research on the Application of GAI in University Classroom Teaching -- 2.2 A Review of Research on Human-Machine Collaboration Classroom Teaching -- 3 Research Design and Research Methods -- 3.1 Status Investigation -- 3.2 Theoretical Analysis -- 3.3 Model Construction -- 3.4 Model Implementation.
3.5 Effectiveness Evaluation -- 4 The Construction of GAI-Based Human-Machine Collaborative Classroom Teaching Model in Universities -- 4.1 Main Theoretical Basis -- 4.2 The Connotation Elements of GAI-based Human-Machine Collaborative Classroom in Universities -- 4.3 The Teaching Mechanism of GAI-based Human-Machine Collaborative Classroom in Universities -- 4.4 The Construction of GAI-based Human-Machine Collaborative SOCAEE Classroom Teaching Model in Universities -- 5 The Implementation of GAI-Based Human-Machine Collaborative SOCAEE Classroom Teaching Model in Universities -- 5.1 The Overview of Research Implementation -- 5.2 The First Round of Action Research -- 5.3 The Second Round of Action Research -- 6 Research Effect -- 6.1 Students' Classroom Learning Performance -- 6.2 Students' Human-Machine Collaborative Learning Ability -- 6.3 Students' Human-Machine Collaborative Learning Experience -- 7 Discussion -- 8 Conclusion -- References -- DMPAI: An AI-Aided K-12 System for Teaching and Learning in Diverse Schools -- 1 Introduction -- 2 Related Work -- 2.1 Predictive Analysis -- 2.2 Early Warning System (EWS) -- 2.3 Learning Analytics -- 2.4 Talented/Gifted Students Prediction and Identification -- 2.5 Recommender System -- 3 Methodology -- 3.1 Student Academic Performance and Behavior Prediction and Intervention -- 3.2 Early Warning System -- 3.3 Analytics of Individualized Education Plan (IEP) -- 3.4 Talented Students' Prediction and Identification -- 3.5 Cross-School Personalized Electives Recommendation -- 4 Results -- 5 Conclusion -- References -- A Case Study Examines How a New Content Integration Impacts Learning Outcomes with AI Experience Inputs -- 1 Introduction -- 2 Background -- 2.1 Targets for Higher Education -- 2.2 Shaping of Teaching Characteristics -- 2.3 Promotion of AI Courses.
2.4 Integrating AI Content into Existing Curriculum -- 3 CG/CAD Courses and the Study -- 3.1 Digital Applications in Architecture -- 3.2 Initial Ideas for Incorporating AI -- 3.3 Execution of AI Experiential Learning -- 4 Research Method -- 5 Results and Discussions -- 5.1 Usability Surveys on AI Only -- 5.2 Comprehensive Quiz Scores -- 5.3 Focus Group Interviews -- 5.4 Discussion and Recommendations -- 6 Limitations and Conclusions -- References -- Blended Learning and Technological Innovations -- Understanding Characteristics of Teacher-Student Dialogue in Urban-Rural Blended Synchronous Classroom: A Learning Analytics Perspective -- 1 Introduction -- 2 Theoretical Framework -- 3 Method -- 3.1 Research Sample -- 3.2 Data Collection -- 3.3 Data Analysis -- 4 Result -- 4.1 Characteristics in Teacher-Student Dialogue in Two Types of Urban-Rural Synchronous Classrooms Taught by Different Teachers -- 4.2 Analysis of the Characteristics of Teacher-Questioning Behavior Transitions in Two Types of Classrooms Taught by Different Teachers -- 4.3 Analysis of Key Teacher Questioning Behaviors in Two Types of Classrooms Taught by Different Teachers -- 5 Discussion -- 5.1 The Frequency of Teacher-Student Dialogue Interaction of the Two Types of BSC Was not Well Balanced -- 5.2 The Cognitive Level of Teacher-Student Dialogue of the Two Types of BSC Mainly Remained at the Level of Understanding -- 5.3 The Teacher Questioning Behavior Transition Characteristics of the Two Types of Classrooms Were Different -- 6 Implications -- 7 Conclusions -- References -- Integrating a Digital Math Vector Game into a Blended Classroom: Technological and Instructional Design Principles -- 1 Introduction -- 2 Theoretical Framework -- 2.1 Vector Learning Difficulty -- 2.2 Digital Vector Game -- 2.3 Blended Classroom Integrating Digital Game -- 2.4 GoVector: A Digital Math Game.
3 Research Design.
Record Nr. UNINA-9910869182203321
Ma Will W. K  
Singapore : , : Springer Singapore Pte. Limited, , 2024
Materiale a stampa
Lo trovi qui: Univ. Federico II
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