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E-Learning, E-Education, and Online ...
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(1998 :)
E-Learning, E-Education, and Online Trainingthird International Conference, eLEOT 2016, Dublin, Ireland, August 31 - September 2, 2016 : revised selected papers /
Record Type:
Electronic resources : Monograph/item
Title/Author:
E-Learning, E-Education, and Online Trainingedited by Giovanni Vincenti ... [et al.].
Reminder of title:
third International Conference, eLEOT 2016, Dublin, Ireland, August 31 - September 2, 2016 : revised selected papers /
remainder title:
eLEOT 2016
other author:
Vincenti, Giovanni.
corporate name:
Published:
Cham :Springer International Publishing :2017.
Description:
ix, 223 p. :ill., digital ;24 cm.
Contained By:
Springer eBooks
Subject:
Internet in education
Online resource:
http://dx.doi.org/10.1007/978-3-319-49625-2
ISBN:
9783319496252$q(electronic bk.)
E-Learning, E-Education, and Online Trainingthird International Conference, eLEOT 2016, Dublin, Ireland, August 31 - September 2, 2016 : revised selected papers /
E-Learning, E-Education, and Online Training
third International Conference, eLEOT 2016, Dublin, Ireland, August 31 - September 2, 2016 : revised selected papers /[electronic resource] :eLEOT 2016edited by Giovanni Vincenti ... [et al.]. - Cham :Springer International Publishing :2017. - ix, 223 p. :ill., digital ;24 cm. - Lecture notes of the Institute for Computer Sciences, Social Informatics and Telecommunications Engineering,1801867-8211 ;. - Lecture notes of the Institute for Computer Sciences, Social Informatics and Telecommunications Engineering ;60..
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.
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.
ISBN: 9783319496252$q(electronic bk.)
Standard No.: 10.1007/978-3-319-49625-2doiSubjects--Topical Terms:
291789
Internet in education
LC Class. No.: LB1028.5
Dewey Class. No.: 371.334
E-Learning, E-Education, and Online Trainingthird International Conference, eLEOT 2016, Dublin, Ireland, August 31 - September 2, 2016 : revised selected papers /
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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.
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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.
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000000136455
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1圖書
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EB LB1028.5 I61 2017
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http://dx.doi.org/10.1007/978-3-319-49625-2
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