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Learning and Collaboration Technologies: Games and Virtual Environments for Learning : 8th International Conference, LCT 2021, Held as Part of the 23rd HCI International Conference, HCII 2021, Virtual Event, July 24-29, 2021, Proceedings, Part II / edited by Panayiotis Zaphiris, Andri Ioannou.

SpringerLink Books Computer Science (2011-2024) Available online

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Format:
Book
Contributor:
Zaphiris, Panayiotis, Editor.
Ioannou, Andri, Editor.
SpringerLink (Online service)
Series:
Computer Science (SpringerNature-11645)
LNCS sublibrary. Information systems and applications, incl. Internet/Web, and HCI ; SL 3, 12785
Information Systems and Applications, incl. Internet/Web, and HCI ; 12785
Language:
English
Subjects (All):
User interfaces (Computer systems).
Human-computer interaction.
Social sciences-Data processing.
Computer engineering.
Computer networks.
Education-Data processing.
Electronic commerce.
User Interfaces and Human Computer Interaction.
Computer Application in Social and Behavioral Sciences.
Computer Engineering and Networks.
Computers and Education.
e-Commerce and e-Business.
Local Subjects:
User Interfaces and Human Computer Interaction.
Computer Application in Social and Behavioral Sciences.
Computer Engineering and Networks.
Computers and Education.
e-Commerce and e-Business.
Physical Description:
1 online resource (XXIV, 343 pages) : 123 illustrations, 95 illustrations in color.
Edition:
1st ed. 2021.
Contained In:
Springer Nature eBook
Place of Publication:
Cham : Springer International Publishing : Imprint: Springer, 2021.
System Details:
text file PDF
Summary:
This two-volume set LNCS 12784 and 12785 constitutes the refereed proceedings of the 8th International Conference on Learning and Collaboration Technologies, LCT 2021, held as Part of the 23rd International Conference, HCI International 2021, which took place in July 2021. Due to COVID-19 pandemic the conference was held virtually. The total of 1276 papers and 241 posters included in the 39 HCII 2021 proceedings volumes was carefully reviewed and selected from 5222 submissions. The papers of LCT 2021, Part II, focus on Games and Gamification in Learning; Chatbots in Learning; AR, VR and Robots in Learning.
Contents:
Quiz Tools in Algorithms Courses: Applying Educational Gamification Design Principles and Encouraging Students' Interaction
FLCARA: Frog Life Cycle Augmented Reality Game-based Learning Application
Preschool Children Scientific Concept and Developing their Creativity
Transforming Classic Learning Games with the Use of AR: The Case of the Word Hangman Game
Educational Video Game Design for Teaching and Learning Musical Harmony
A Video Game-Like Approach to Supporting Novices in Learning Programming
Completeness and Collaboration in the Early Design Phase of Learning Games: Do Ideation Cards Provide Scaffolding?
Mobile Game-Based Learning in Distance Education: A Mixed Analysis of Learners' Emotions and Gaming Features
Tangible Solutions for Learning Basic Math Skills: Exploring Concepts of Emotions and Enaction
University Student Surveys using Chatbots: Artificial Intelligence Conversational Agents
An Overview of the Use of Chatbots in Medical and Healthcare Education
Studying how to Apply Chatbots Technology in Higher-Education: First Results and Future Strategies
'Are you OK?' Students' Trust in a Chatbot Providing Support Opportunities
Usability and User Experience of a Chat Application with Integrated Educational Chatbot Functionalities
Envisioned Pedagogical Uses of Chatbots in Higher Education and Perceived Benefits and Challenges
Towards a New Chemistry Learning Platform with Virtual Reality and Haptics
Effect of Height in Telepresence Robots on the Users' Spatial Awareness
Driving Success: Virtual Team Building through Telepresence Robots
Design of Children's Entertainment and Education Products Based on AR Technology
Heritage Augmented Reality Applications for Enhanced User Experience - A Case Study of AR Videogames for Children at Archeological Site of Empuries, Spain
Evaluation Design for Learning with Mixed Reality in Mining Education based on a Literature Review
Acceptance of Social and Telepresence Robot Assistance in German Households
Student Response Systems in Remote Teaching
E-Learning and M-Learning Technological Intervention in Favor of Mathematics
Teaching Lung Pathology during a Pandemic: Can Further Developments of an Online Quiz Primer Improve the Engagement of Students in a Completely on-Line Delivery?
How to Asses Empathy during Online Classes
CodeLab: an Online Laboratory for Learning to Code
Engaging Students in Online Language Learning during a Pandemic
The Global Challenge of Designing E-learning Tools for Computational Thinking: a Comparison between East Asia and Scandinavia
The Effects of the Sudden Switch to Remote Learning Due to Covid-19 on HBCU Students and Faculty
From Studios to Laptops: Challenges in Imparting Design Education Virtually
Teaching-Learning in the Industrial Engineering Career in Times of COVID-19
Designing Learning Environments in a Digital Time - Experiences in two Different Subjects at NTNU, Norway Autumn 2020
Rapid Response to the Needs of ESL Students of a Technical University in the Time of Emergency Covid-19 Transfer to Online Classes: ITMO University Case Study.
Other Format:
Printed edition:
ISBN:
978-3-030-77943-6
9783030779436
Access Restriction:
Restricted for use by site license.

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