000 05682nam a22005895i 4500
001 978-3-031-34754-2
003 DE-He213
005 20240423125543.0
007 cr nn 008mamaa
008 230609s2023 sz | s |||| 0|eng d
020 _a9783031347542
_9978-3-031-34754-2
024 7 _a10.1007/978-3-031-34754-2
_2doi
050 4 _aLB1028.43-1028.75
072 7 _aJNV
_2bicssc
072 7 _aEDU039000
_2bisacsh
072 7 _aJNV
_2thema
082 0 4 _a371.334
_223
245 1 0 _aLearning Technology for Education Challenges
_h[electronic resource] :
_b11th International Workshop, LTEC 2023, Bangkok, Thailand, July 24–27, 2023, Proceedings /
_cedited by Lorna Uden, Dario Liberona.
250 _a1st ed. 2023.
264 1 _aCham :
_bSpringer Nature Switzerland :
_bImprint: Springer,
_c2023.
300 _aXII, 354 p. 108 illus., 74 illus. in color.
_bonline resource.
336 _atext
_btxt
_2rdacontent
337 _acomputer
_bc
_2rdamedia
338 _aonline resource
_bcr
_2rdacarrier
347 _atext file
_bPDF
_2rda
490 1 _aCommunications in Computer and Information Science,
_x1865-0937 ;
_v1830
505 0 _aSERIOUS GAMES AND VIRTUAL LEARNING ENVIRONMENTS -- Gamification Based on Disaster Education in Reducing Disaster Risk for Students in Disaster Prone Areas -- QRdice: QR-based Gamification Tool to Gamify Formative Assessment -- Virtual campuses with social learning environments: a future alternative for traditional campuses -- Knowledge Management Model in Virtual Classrooms to Measure Learning through Gaming -- Virtual Lab Workspace for Programming Computers – Towards Agile STEM Education -- LEARNING PRACTICES AND METHODOLOGIES -- Online examination – a case study -- Learning Loss Factors Dominance in Elementary School students: Online learning in Indonesia -- Model Concept Sentence Learning Based on Multiethnic Daycare to Facilitate the Translation Ability Mathematical Representations of Junior High School Students -- Pawai Budaya as a source of peace education in SingKawang city -- Educational Assessment Design for Web ProgrammingModule to Create Awareness on Sustainability Development Goals among Information Technology Undergraduate Students -- LEARNING TECHNOLOGIES -- A Self-Diagnosis Medical Chatbot for H5N1 Virus -- Science to Life: User Experience in Children Science Book with Augmented Reality (AR) -- An Interoperable License Management Component for Educational Content -- The Effectiveness of Integrated Online Problem-Based Learning (iON-PBL) Physics Module on Pre-university Students’ Motivation and Problem-Solving Skills -- A Curriculum Framework for Introducing Hackathons in Engineering Studies -- LEARNING MEHTODOLOGIES AND MODELS -- CIRC Model based on Audiovisual Local Wisdom on Ability to Write Malay Pantun -- The students’ perspective on assessment pattern catalog for a distant education -- A Study on Requirements for High School Teachers in Japan Based on the Regional Factors -- A Smart Pedagogical Framework Facilitated by Web Technologies for ICT Students’ Motivation -- Educ-AI-ted - Investigating Educators' Perspectives Concerning the Use of AI in University Teaching and Learning -- The Planning and Practice of Online Philosophy Courses -- LEARNING TECHNOLOGIES PERFORMANCE -- Best-of-Breed: Service-Oriented Integration of Artificial Intelligence in Interoperable Educational Ecosystems -- Distance Learning Technology Acceptance, a case of Ph.D. students’ experiences post COVID -- Influence of Using Electronic Textbooks and Language Immersion Teaching on Primary School Students’ Interest in English Language Learning -- Lessons Learned: Measurement of the impact of Covid-19 post-pandemic -- How Teaching Quality and Students' Academic Emotions Influence University Students’ Learning Effectiveness -- An analysis of online fatigue, problematic internet use, and perceived learning effectiveness among high school students in the Philippines.
520 _aThis book constitutes the refereed proceedings of the International Workshop on Learning Technology for Education Challenges, LTEC 2023, held in Bangkok, Thailand, during July 24–27, 2023. The 27 full papers included in this book were carefully reviewed and selected from 53 submissions. They were organized in topical sections as follows: serious games and virtual learning environments; learning practices and methodologies; learning technologies; learning mehtodologies and models; learning technologies performance.
650 0 _aEducation
_xData processing.
650 0 _aApplication software.
650 0 _aSocial sciences
_xData processing.
650 0 _aDatabase management.
650 0 _aArtificial intelligence.
650 1 4 _aComputers and Education.
650 2 4 _aComputer and Information Systems Applications.
650 2 4 _aComputer Application in Social and Behavioral Sciences.
650 2 4 _aDatabase Management.
650 2 4 _aArtificial Intelligence.
700 1 _aUden, Lorna.
_eeditor.
_4edt
_4http://id.loc.gov/vocabulary/relators/edt
700 1 _aLiberona, Dario.
_eeditor.
_0(orcid)
_10000-0003-3235-6688
_4edt
_4http://id.loc.gov/vocabulary/relators/edt
710 2 _aSpringerLink (Online service)
773 0 _tSpringer Nature eBook
776 0 8 _iPrinted edition:
_z9783031347535
776 0 8 _iPrinted edition:
_z9783031347559
830 0 _aCommunications in Computer and Information Science,
_x1865-0937 ;
_v1830
856 4 0 _uhttps://doi.org/10.1007/978-3-031-34754-2
912 _aZDB-2-SCS
912 _aZDB-2-SXCS
942 _cSPRINGER
999 _c179218
_d179218