My Account Log in

1 option

Learning with technologies and technologies in learning : experience, trends and challenges in higher education / Michael E. Auer, Andreas Pester, Dominik May, editors.

Springer eBooks EBA - Intelligent Technologies and Robotics Collection 2022 Available online

View online
Format:
Book
Contributor:
Auer, Michael E., 1948- editor.
Pester, Andreas, editor.
May, Dominik, editor.
Series:
Lecture notes in networks and systems ; 456.
Lecture notes in networks and systems ; 456
Language:
English
Subjects (All):
Education, Higher--Computer-assisted instruction.
Education, Higher.
Educational technology.
Physical Description:
1 online resource (701 pages)
Place of Publication:
Cham, Switzerland : Springer, [2022]
Summary:
Education has always been one of the cornerstones for societal evolution and economic growth. We are currently witnessing a significant transformation in the development of education and especially post-secondary education. The use of technology impacts the way educational content is presented and acquired in many areas. The designs of immersive educational worlds and the combination of rational and emotional educational experiences that cannot be designed in the same way in the traditional classroom will come increasingly into focus. Seen in this way the book also contributes to generalize the experience of the COVID-19 crisis and its impact to quality of learning and education. Scientifically based statements as well as excellent experiences (best practice) are necessary. This book contains scientific papers in the fields of: The future of learning Eruptive technologies in learning Pedagogy of online learning Deep learning vs machine learning: opportunities and challenges Reimagining and rapid transition of learning Interested readership includes policymakers, academics, educators, researchers in pedagogy and learning theory, schoolteachers, learning industry, further and continuing education lecturers, etc.
Contents:
Intro
Foreword
Preface
Contents
The Future of Learning
Introduction to 'The Future of Learning'
1 Section Overview
2 The Chapters
Reimagining the Future of Higher Education Teaching
1 Context, Purpose and Approach
2 Foresight Studies Considered
3 Categories of Analysis
4 Outcomes
4.1 Results of the Analyses of Selected Foresight Studies
4.2 Pandemic-Related Surveys Considered
4.3 Results of the Analysis of Selected COVID-19-Related Surveys
5 Conclusions
References
Dual Educational Engineering Towards the Goals of the 2030 Agenda for Sustainable Development
1 Introduction
2 Methodology
2.1 Inspiration Domains of Fractal Principles for Fractal Design
2.2 Fractal Principles
2.3 Methodology Development
3 Conclusions
Social Interaction and Communication in Digital Learning Environments
2 Approach
2.1 Implementation of the Inverted Classroom: "The Digital Teacher Bag"
2.2 Study Design and Procedure
2.3 Outcomes
3 Conclusions and Recommendations
4 Outlook
Potential Impact of Open Educational Resources and Practices for Good Teaching at Universities. The OER Impact Assessment at TU Graz
1 Introduction: The Need for OER Impact Analysis
2 Research Questions and Research Design
3 OER in Austrian Higher Education Institutions
4 Expectations from OER Concerning Good Teaching in the TU Graz OER Policy
5 Development of an Impact Assessment Framework for OER at TU Graz
5.1 A Framework for OER Impact Assessment at TU Graz
5.2 Collection of Current OER Activities, Results, and Outcomes at TU Graz
5.3 Sketch of Measures Concerning Data Collection and Analysis
6 Examples and Evidence on How OER Positively Influenced Teaching and Teaching Innovations at TU Graz (and Beyond).
6.1 Quality Online Learning: OER for Lecturers -TELucation and Other Materials
6.2 Further Education and OER Certification of TU Graz Staff
6.3 MOOCs as OER and the National OER Platform iMooX.at
6.4 How TU Graz OER Support Open Teaching
6.5 Teaching Innovations Through OER at TU Graz
7 Discussion and Outlook Concerning Good Teaching
Augmented Reality and Its Use as a Helping Tool in Education
1.1 Research Problem
1.2 Objectives
2 Methodological Procedures
3 Augmented Reality
3.1 Online Laboratories
3.2 Experiments
4 Comparison Amongst Apps
5 Analyses and Results
6 Final Consideration
7 Future Work
The Use of Augmented Reality as an Aid in the Perception and Learning of Human Body Anatomical Structures by Students of Medical Schools
2 Medicine School and the Study of the Body
3 Steps of the Integrative Literature Review
4 Results
5 Discussion
6 Conclusion
Learning Tool for Phobia Handling Based on Virtual Reality
1.1 Anxiety Disorder and Fear
1.2 Phobia Handling
2 Related Works
3 Description of Developed Application for Virtual Reality Exposure Therapy
3.1 General Composition of Application
3.2 Scenes and Levels
4 Testing and Case Studies
4.1 Case Study: Participant No. 1-Ophidiophobia
4.2 Case Study: Participant No. 2-Arachnophobia
4.3 Case Study: Participant No. 3-Acrophobia
4.4 Case Study: Participant No. 4-Acrophobia
5 Conclusion
Eruptive Technologies in Learning
Introduction to 'Eruptive Technologies in Learning'
Towards Developing Computational Thinking Skills Through Gamified Learning Platforms for Students with Autism
2 Related Work
3 Methodology.
3.1 Analysis and Literature Review
3.2 Platforms Design
3.3 Development
3.4 Implementation
4 Evaluation of Systems
4.1 Engagement Test
4.2 System Usability Scale
4.3 Learning Gain Test
5 Results
5.1 Engagement
5.2 System Usability
5.3 Learning Gain
6 Discussion
7 Limitations
8 Interface Design Guidelines for Children with ASD in the Context of Learning Programming
9 Conclusion and Future Work
Appendix 1 Engagement Test
Appendix 2 System Usability Scale (SUS)
Appendix 3 Learning Gain Test
Augmented Reality as a Teaching Resource in Higher Education
2 Background
2.1 Didactic Media, Augmented Reality and Its Benefits in Education
2.2 The Computer Architecture Course
3 Methods and Methodology
3.1 Approach and Design
3.2 Participants
3.3 Intervention
4 Results and Discussion
Practical Digital Engineering Education: Integration of Multiple Innovative Technologies in One Smart Factory Example
2 Related and Previous Work
3 Methodology
3.1 Subject Isolation
3.2 Topic Overlap and Gap Review
3.3 Learning Objective Definition
3.4 Exercise Creation
3.5 Learning Nugget Creation
3.6 Lecture Delivery
3.7 Feedback and Evaluation
4 Implementation Concept
4.1 Subject Isolation
4.2 Topic Overlap and Gap Review
4.3 Learning Objective Definition
4.4 Exercise Creation
4.5 Learning Nugget Creation
5 Hard- and Software Implementation
6 Survey on Learning Experience and Outcomes
7 Conclusion
New Ways for Distributed Remote Web Experiments
1 Introduction in Learning Laboratories
2 Decomposition of experiments-definition of terms
2.1 Example: Hands On Laboratory Teaching Technical Computer Science
3 New Ways.
3.1 Laboratories with Multiple Remotely Coupled Laboratory Devices
3.2 Crosslab-Breaking Institutional Borders
3.3 Hybrid Take-Home-Labs
4 Architectural Concerns
4.1 Experiment Bus
4.2 Experiment Setup
4.3 Supporting Infrastructure
4.4 Federated Remote Laboratories
4.5 Experiment Runtime Issues
5 Proposed Interface
5.1 Registration Point
5.2 Experiment Bus
5.3 Right and Identity Management
6 Summary
Pedagogical Intelligence in Virtual Reality Environments
2 Immersion for Pedagogy
3 Why Intelligent Agents for Pedagogy?
4 Archetypes of Intelligent Pedagogical Interaction
5 Supporting Processes and Models
6 Summary and Conclusion
REEdI-Rethinking Engineering Education in Ireland
2 Immersive Technologies in Education
2.1 History and Introduction to Immersive Technologies
2.2 Immersive Technologies in the General Education Domain
2.3 Immersive Technologies in the Engineering Education Domain
3 Considerations for Implementing Immersive Technologies as a Pedagogical Tool
3.1 Advantages of Immersive Technologies
3.2 Disadvantages of Immersive Technologies
3.3 Considerations When Developing Immersive Applications for Engineering Education
3.4 How to Improve the Design of Immersive Applications for Engineering Education
4 The REEdI Immersive Learning Environment Case Study
5 Next Steps and Future Directions
Experience API (xAPI) for Virtual Reality (VR) Education in Medicine
2 Background Work
2.1 Emerging Technologies for Medicine Training
3 Problem Domain: Lesson Plans
4 xAPI Implementation
4.1 Learning Record Store
4.2 xAPI VR Adaptability
5 Research Methodology
6 Conclusions
References.
Pedagogy of Active and Practical Learning Online
Introduction to 'Pedagogy of Active and Practical Learning Online'
The Impact of COVID-19 on Higher Education: A Systematic Literature Review of Pedagogical Approaches and Challenges
2 Pedagogy of Online Learning
3 CHAT Theoretical Framework
4 Methodology
4.1 Search Method
4.2 Screening Criteria
4.3 Sample
4.4 Data Coding
5 Analysis of Findings
5.1 Applying the CHAT Framework
5.2 Thematic Indicators
6 Discussion and Conclusion
Appendix (i): List of the 23 Empirical Research papers that met our criteria, grouped by who were the "subjects" (participant/s) of the research
Appendix (ii) Shared themes for 23 papers (between 2 or more papers) The numbers used below link to papers in Appendix (i)
An Architectural Concept for Didactics that Integrates Technology into Teaching, Learning and Assessment
1 Motivation
2 State of the Art
3 Goal
4 Approach
5 Architectural Model
5.1 High-Level Overview
5.2 Detailed Structure
6 Process View
6.1 High Level Process
6.2 Intermediate Level Process
7 Instantiation Examples
7.1 Module Level
7.2 Teaching and Learning Unit Level
7.3 Artifact Level
8 Conclusion
Online Assessment: Exemplars as the Best Sources for Comparison Processes?
2 Rethinking Assessment in a Digital Environment
2.1 The Role of Feedback in Online Assessment Processes: New Emerging Scenarios with Comparative Processes
3 Research Purpose, Sample and Methods
6 Limitations and Conclusions
The Flipped Laboratory-Extending the Flipped Classroom with Hands-On Training
1 The Flipped Classroom Method
1.1 Introduction.
1.2 Didactic Considerations and Literature.
Notes:
Includes bibliographical references.
Description based on print version record.
Other Format:
Print version: Auer, Michael E. Learning with Technologies and Technologies in Learning
ISBN:
3-031-04286-7

The Penn Libraries is committed to describing library materials using current, accurate, and responsible language. If you discover outdated or inaccurate language, please fill out this feedback form to report it and suggest alternative language.

My Account

Shelf Request an item Bookmarks Fines and fees Settings

Guides

Using the Library Catalog Using Articles+ Library Account