Technology and Innovation in Learning, Teaching and Education 4th International Conference, TECH-EDU 2024, Abu Dhabi, United Arab Emirates, November 13–15, 2024, Revised Selected Papers, Part I /

Bibliografske podrobnosti
Korporativna značnica: SpringerLink (Online service)
Drugi avtorji: Reis, Arsénio (Editor), Cravino, José P. (Editor), Hadjileontiadis, Leontios (Editor), Martins, Paulo (Editor), Dias, Sofia B. (Editor), Hadjileontiadou, Sofia (Editor), Mikropoulos, Tassos (Editor)
Izvleček:XX, 375 p. 117 illus., 90 illus. in color.
text
Jezik:angleščina
Izdano: Cham : Springer Nature Switzerland : Imprint: Springer, 2025.
Izdaja:1st ed. 2025.
Serija:Communications in Computer and Information Science, 2479
Teme:
Online dostop:https://doi.org/10.1007/978-3-032-02675-0
Format: Elektronski eKnjiga
Kazalo:
  • -- Artificial Intelligence in Education.
  • Understanding AI Integration Challenges in Education: A Brief Systematic Literature Review.
  • Unlocking the Potential of Large Language Models for AI-Assisted Medical Education: A Case Study with ChatGPT.
  • Leveraging Generative Artificial Intelligence for Analyzing Handwritten Chemistry Notes: A chatbot support for Students queries.
  • Enhancing Computer Programming Education: Integrating Advanced AI Tools for Challenging Curriculum Projects.
  • Artificial Intelligence and Machine Learning in Primary Education: A Case Study in Portugal.
  • Improving Teaching with Artificial Intelligence Scaffolding in Physics Education with GPT.
  • Integrating Computational Thinking and Artificial Intelligence into Mathematics Education: A Pathway for the 21st Century.
  • The Impact of Artificial Intelligence on Flipped and Online Learning.
  • Personalization of a learning environment supported by AI for vocational training based on skills required: A research proposal.
  • Large Language Models and Intelligent Agents in Education.
  • Course design with artificial intelligence agents.
  • Emerging Technologies and Learning Environments.
  • The Degree of Contribution of Smart Digital learning Platforms to the Development of Entrepreneurship: the KKUx Platform as a Model.
  • Arabic-Indonesian Translation Errors: An Analysis of Google Translate for Arabic Language Students.
  • Electromagnetic waves all around us. Put your glasses on and sense them.
  • Driving Engagement in Learning: Exploring the Impact of an Augmented Reality Mobile Application for Astronomy Education.
  • Exploring the impact of modern board game and video game playing frequency on critical thinking.
  • Serious Game Design for Green Mobility: A Lean Inception Approach.
  • Digital games’ instrumental orchestrations to enhance integral calculus learning – a case study.
  • How museums are changing their visitors’ experience with new formats and approaches to digital storytelling.
  • Teaching Programming with Makey Makey in Lower Secondary School.
  • Learning design integrating a gamified Augmented Reality application.
  • Towards Meaningful Learning: a Home-Grown Approach to Teaching and Learning in Developing Country.
  • EduGenZ: A gamified educational framework for GenZ using affective and immersive technology.
  • Taking a Flight with Drones in STEM Education: Benefits, Affordances, Facilitating Factors and Challenges.
  • Students as Users of Augmented Reality Glasses: Their Experiences and Perceptions.
  • MindOfMine v.2: Towards a Closed-Loop Serious Game Platform for Personalized Cognitive Enhancement in Mental Disorders.
  • Educational Robotics to support Kindergarten Student’s Problem-Solving Skills: a case study.
  • Guidelines for Using Mixed Reality to Teach STEM Subjects.