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E-Learning, E-Education, and Online Training : Third International Conference, eLEOT 2016, Dublin, Ireland, August 31 - September 2, 2016, Revised Selected Papers / edited by Giovanni Vincenti, Alberto Bucciero, Markus Helfert, Matthias Glowatz.

SpringerLink Books Computer Science (2011-2024) Available online

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Format:
Book
Contributor:
Vincenti, Giovanni, 1978- editor.
Bucciero, Alberto, editor.
Helfert, Markus, editor.
Glowatz, Matthias, editor.
SpringerLink (Online service)
Series:
Computer Science (Springer-11645)
Lecture notes of the Institute for Computer Sciences, Social Informatics, and Telecommunications Engineering 1867-8211 ; 180.
Lecture Notes of the Institute for Computer Sciences, Social Informatics and Telecommunications Engineering, 1867-8211 ; 180
Language:
English
Subjects (All):
Education--Data processing.
Education.
User interfaces (Computer systems).
Multimedia systems.
Computers and Education.
User Interfaces and Human Computer Interaction.
Multimedia Information Systems.
Local Subjects:
Computers and Education.
User Interfaces and Human Computer Interaction.
Multimedia Information Systems.
Physical Description:
1 online resource (IX, 223 pages) : 50 illustrations.
Edition:
First edition 2017.
Contained In:
Springer eBooks
Place of Publication:
Cham : Springer International Publishing : Imprint: Springer, 2017.
System Details:
text file PDF
Summary:
This book constitutes the proceedings of the 3rd International Conference on E-Learning, E-Education, and Online Training, eLEOT 2016, held in Dublin, Ireland, August 31 - September 2, 2016. The 25 revised full papers presented were carefully reviewed and selected from 35 submissions. They focus on topics as augmented reality learning, blended learning, learning analytics, mobile learning, virtual learning environments. .
Contents:
A Social Metric Approach to E-learning Evaluation in Education
A Technique for Applying RLCP-Compatible Labs on Open edX Platform
Active Learning and ICT in Upper Secondary School: A Possible Answer to Early School Leaving
An Approach to Development of Practical Exercises of MOOCs based on Standard Design Forms and Technologies
Creating Inspiring Learning Environments by means of Digital Technologies: A Case Study of the Effectiveness of WhatsApp in Music Education
Digital Competence and Capability Frameworks in the Context of Learning, Self-Development and HE Pedagogy
Holographic Signing Avatars for Deaf Education
How to Apply Gamification Techniques to Design a Gaming Environment for Algebra concepts
Intelligent Tutoring Systems
Online Distance Education Materials and Accessibility: Case Study of University College of Estate Management
Raising engagement and motivation through gamified e-portfolio in Kolej Profesional MARA (KPM), Malaysia: A Preliminary Survey
Student Choice: Blends of Technology beyond the University to support social interaction and social participation in learning
Teaching Syllogistics Using E-learning Tools
The effective of learning by augmented reality on Android platform
The Use of Physical Artefacts in Undergraduate Computer Science Teaching
ThesesDB - Single-Source of Information and Workflow Support for Students' Work
Validation of Course Ontology Elements for Automatic Question Generation Online Track
CIR: Fostering collective creativity
E-Learning Authoring Tool for Reusing Web Multimedia Resources
Experience in a blended learning course - a case study
Private cloud with e-Learning for Resources Sharing in University Environment
Research and trends in the studies of Collective Intelligence from 2012 to 2015
Comparative Study of the Mobile Learning Architectures
Social Microlearning Motivates Learners to Pursue Higher-Level Cognitive Objectives
Strategy Simulation Games: The Student Perspective and an Investigation of Employability Competencies gained through the use of Strategy Simulations in Higher Education.
Other Format:
Printed edition:
ISBN:
978-3-319-49625-2
9783319496252
Access Restriction:
Restricted for use by site license.

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