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    UID:
    edoccha_9961000639902883
    Umfang: 1 online resource (212 pages)
    ISBN: 3-031-20617-7
    Serie: Lecture Notes in Networks and Systems ; v.580
    Anmerkung: Intro -- Preface -- Organization of MIS4TEL 2022 -- General Chair -- Technical Program Chairs -- Paper Chairs -- Workshop Chairs -- Publicity Chairs -- Steering Committee Representatives -- Local Organizing Committee -- Organizing Committee -- Program Committee -- MIS4TEL'22 - Organizers and Sponsors -- Contents -- Blended Learning in the Foundational Design Studio -- 1 Technology-Enhanced Learning (TEL) in the Design Studio -- 2 Architectural Teaching at the First-Year Foundation Level -- 3 Case Study -- 3.1 Expected Studio Outcomes -- 3.2 Analysis and Comparison of Design Studio Outcomes -- 3.3 Observed Challenges and Advantages of Blended Learning -- 4 Conclusions -- References -- Is It Possible to Improve the Development of Executive Functions in Children by Teaching Computational Thinking? -- 1 Introduction -- 2 Materials and Method -- 2.1 Outcome Measures -- 2.2 Intervention -- 3 Results -- 4 Discussion -- 5 Conclusions -- References -- Supporting the Semi-automatic Feedback Provisioning on Programming Assignments -- 1 Introduction -- 2 Exploring the Design Space: State of the Art -- 3 Adaptive Feedback Snippet Recommendations -- 4 Evaluation -- 5 Results -- 6 Discussion, Conclusions and Outlook -- References -- Educational Chatbot to Support Question Answering on Slack -- 1 Introduction -- 2 Related Work -- 3 Approach -- 3.1 Dataset -- 3.2 Question Answering Model -- 3.3 Client Server Architecture -- 4 Experimental Results -- 5 Conclusion -- References -- A Case Study on Students' Opinions About Adaptive and Classical Tests -- 1 Introduction -- 2 Background -- 2.1 CTT/FIT, IRT/CAT -- 2.2 Online Assessment Systems -- 3 Students' Opinions -- 4 Ability Conversion Methods -- 5 Discussion -- 6 Conclusions -- References -- Readability Assessment of Academic Texts at Different Degree Levels -- 1 Introduction -- 2 Related Work. , 3 Document Collection -- 4 Readability Evaluation Approach -- 4.1 Comparator Construction -- 4.2 Evaluators Process -- 5 Conclusion -- References -- Materials Science and Engineering Education Based on Reality-Virtuality Technologies -- 1 Introduction -- 2 Methodology -- 3 Results -- 3.1 List of Relevant Works and Their Properties -- 3.2 Quantitative Analysis -- 4 Discussion -- 5 Conclusions -- References -- Kaleidoscope: A Multi-perspective Technology-Enhanced Observation Method to Support the Development of Negotiation Skills -- 1 Introduction -- 2 Kaleidoscope: Intended Learning Objectives -- 2.1 Objective 1: Shed Light on the Complex Dynamics of a Negotiation Process -- 2.2 Objective 2: Increasing the Level of Preparation on Such Dynamics -- 2.3 Objective 3: Enhancing Learners' Engagement -- 3 Theoretical Framework -- 3.1 Negotiation Strategy and Style -- 3.2 Self-efficacy -- 3.3 Affect and Relational Dimensions -- 3.4 Team Effectiveness -- 3.5 Satisfaction -- 4 Final Remarks, Limitations, and Future Steps -- References -- A New Metric to Help Teachers Unveil Meaningful Learning in Concept Maps -- 1 Motivations and Goals -- 2 Background and Related Work -- 2.1 Concept Maps from a Pedagogical Point of View -- 2.2 Concept Maps from a Structural Point of View -- 3 The Concept Entropy Measure -- 4 The HCM System -- 5 Case Studies -- 5.1 Case Study 1: Hierarchical Concept Maps -- 5.2 Case 2: Networked Concept Maps -- 5.3 Discussion -- 6 Conclusions and Future Work -- References -- Mini-games to Motivate and Engage Users in Learning Recycling Rules -- 1 Introduction -- 2 Mini-games to Foster Recycling Skills -- 3 User Study -- 3.1 Questionnaires -- 3.2 Sample and Procedure -- 3.3 Results and Discussion -- 4 Conclusions and Future Works -- References s. , Evaluation of the Bibliographical Importance of Digital Educational Disruption Related to Social Networks. The Case of LinkedIn Learning -- 1 Evolution of Education Linked to Digital Development -- 2 Methodology -- 3 Results -- 4 Discussion and Conclusions -- References -- May a Distance Learning Course in Statistics Satisfy Medical Students? The Experience with an Italian University Sample During the Covid Pandemic -- 1 Introduction -- 2 Related Work -- 3 Module Structure -- 3.1 Medical Statistics Module -- 4 The Study -- 5 Results -- 6 Discussion and Conclusions -- References -- Combining Learner Model and Reinforcement Learning for Adaptive Sequencing of Learning Activities -- 1 Introduction -- 2 Q-Learning: Q-Table and Q-Function -- 3 Our Approach and Contributions -- 4 Problem Formulation -- 4.1 Student Knowledge State and Learning Activities -- 4.2 Reward Function -- 5 3-Step Process for Learning a Sequencing Policy -- 6 Experimental Study -- 6.1 Simulated Students -- 6.2 Results -- 7 Conclusion -- References -- Effects of VR on Learning Experience and Success -- 1 Introduction -- 1.1 Background and Research Questions -- 2 Present Study -- 2.1 Study Design -- 2.2 Results -- 3 Discussion -- 3.1 Limitations and Future Research -- References -- Educational Code-Review Tool: A First Glimpse -- 1 Introduction -- 2 Related Work -- 2.1 Code Review -- 2.2 Pedagogical Code Review -- 3 Educational Setting -- 3.1 Courses -- 3.2 Methodology -- 4 Previous Experience with a Peer-Review Tool -- 5 New Code-Review Tool -- 5.1 Commenting on Code Blocks -- 5.2 Other New Features -- 5.3 Testing -- 6 Conclusions -- References -- Retrieving Key Topical Sentences with Topic-Aware BERT When Conducting Automated Essay Scoring -- 1 Introduction -- 2 Data -- 2.1 Automated Student Assessment Prize (ASAP) Dataset -- 2.2 Topical Keywords -- 2.3 Human Annotated KTS Dataset. , 3 Methods -- 3.1 Topic-Aware BERT -- 3.2 Using Self-attention for Retrieval of Key Topical Sentences -- 4 Experiments and Results -- 4.1 Topic-Aware BERT Training, Evaluation, and Results -- 4.2 Key Topical Sentence Retrieving Method Evaluation -- 5 Conclusion, Limitations and Future Work -- References -- Automatic Educational Concept Extraction Using NLP -- 1 Introduction -- 2 Data -- 3 Methods -- 3.1 Model -- 3.2 Experiments -- 4 Results -- 5 Discussion -- References -- Digital Environment for Literacy and Future Education. A Pilot Experience of Serious Game Co-design -- 1 Introduction -- 2 From Evaluation to Self-assessment -- 2.1 The Self-assessment as Connectors Between Teaching and Learning Process -- 2.2 A Co-design Methodology Through a TEL Experience -- 3 DIG4LIFE Serious Game: A Self-assessment Tool to Improve Digital Skills -- 3.1 DIG4LIFE Serious Game Prototype -- 3.2 DIG4LIFE Serious Game: The Main Features -- 3.3 Train the Teachers: The Training Path -- 4 Conclusive Remarks -- References -- How Learnweb Can Support Science Education Research on Climate Change in Social Media -- 1 Introduction -- 2 Theoretical Framework and Research Questions -- 3 Learnweb Components and Data Collection -- 4 Pilot Study Setting and Learnweb Tasks -- 5 Results and Analysis -- 6 Conclusions and Future Work -- References -- Open Government Data in Higher Education: A Multidisciplinary Innovation Teaching Experience -- 1 Introduction -- 2 Related Work -- 3 Multidisciplinary Activities -- 3.1 Open Government Data Understanding -- 3.2 Open Government Data Access -- 3.3 Open Government Data Analysis -- 3.4 Open Government Data Exploitation -- 4 Empirical Results -- 5 Conclusions -- References -- Design and Computational Thinking with IoTgo: What Teachers Think -- 1 Introduction -- 2 Background -- 2.1 Design Thinking -- 2.2 Computational Thinking. , 3 Study Design -- 3.1 Research Goal and Questionnaire -- 3.2 Participants and Setting -- 3.3 IoTgo Material -- 3.4 IoTgo Protocol -- 4 Study Results -- 4.1 Closed Format -- 4.2 Open Format -- 5 Discussion and Conclusions -- 5.1 Discussion of the Study Results -- 5.2 Limitations and Future Work -- References -- Brewing Umqombothi: Technicalities of a VR Prototype Merging STEM and South African Intangible Cultural Heritage -- 1 Introduction -- 2 Related Work -- 2.1 Learning Through Embodied Interaction -- 3 The Development of a Virtual Reality Prototype -- 3.1 Gameplay Overview and Logging System -- 4 Future Work -- References -- Serious Games for Autism Based on Immersive Virtual Reality: A Lens on Methodological and Technological Challenges -- 1 Introduction -- 2 Related Work -- 3 Research Methodology -- 4 Analysis and Discussion of the Results -- 5 Conclusion and Future Work -- References -- Author Index.
    Weitere Ausg.: Print version: Temperini, Marco Methodologies and Intelligent Systems for Technology Enhanced Learning, 12th International Conference Cham : Springer International Publishing AG,c2022 ISBN 9783031206160
    Sprache: Englisch
    Bibliothek Standort Signatur Band/Heft/Jahr Verfügbarkeit
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