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Learning and Collaboration Technologies: Games and Virtual Environments for Learning

Learning and Collaboration Technologies: Games and Virtual Environments for Learning


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About the Book

Quiz Tools in Algorithms Courses: Applying Educational Gamification Design Principles and Encouraging Students' Interaction.- FLCARA: Frog Life Cycle Augmented Reality Game-based Learning Application.- Preschool Children Scientific Concept and Developing their Creativity.- Transforming Classic Learning Games with the Use of AR: The Case of the Word Hangman Game.- Educational Video Game Design for Teaching and Learning Musical Harmony.- A Video Game-Like Approach to Supporting Novices in Learning Programming.- Completeness and Collaboration in the Early Design Phase of Learning Games: Do Ideation Cards Provide Scaffolding? .- Mobile Game-Based Learning in Distance Education: A Mixed Analysis of Learners' Emotions and Gaming Features.- Tangible Solutions for Learning Basic Math Skills: Exploring Concepts of Emotions and Enaction.- University Student Surveys using Chatbots: Artificial Intelligence Conversational Agents.- An Overview of the Use of Chatbots in Medical and Healthcare Education.- Studying how to Apply Chatbots Technology in Higher-Education: First Results and Future Strategies.- 'Are you OK?' Students' Trust in a Chatbot Providing Support Opportunities.- Usability and User Experience of a Chat Application with Integrated Educational Chatbot Functionalities.- Envisioned Pedagogical Uses of Chatbots in Higher Education and Perceived Benefits and Challenges.- Towards a New Chemistry Learning Platform with Virtual Reality and Haptics.- Effect of Height in Telepresence Robots on the Users' Spatial Awareness.- Driving Success: Virtual Team Building through Telepresence Robots.- Design of Children's Entertainment & Education Products Based on AR Technology.- Heritage Augmented Reality Applications for Enhanced User Experience - A Case Study of AR Videogames for Children at Archeological Site of Empuries, Spain.- Evaluation Design for Learning with Mixed Reality in Mining Education based on a Literature Review.- Acceptance of Social and Telepresence Robot Assistance in German Households.- Student Response Systems in Remote Teaching.- E-Learning and M-Learning Technological Intervention in Favor of Mathematics.- Teaching Lung Pathology during a Pandemic: Can Further Developments of an Online Quiz Primer Improve the Engagement of Students in a Completely on-Line Delivery? .- How to Asses Empathy during Online Classes.- CodeLab: an Online Laboratory for Learning to Code.- Engaging Students in Online Language Learning during a Pandemic.- The Global Challenge of Designing E-learning Tools for Computational Thinking: a Comparison between East Asia and Scandinavia.- The Effects of the Sudden Switch to Remote Learning Due to Covid-19 on HBCU Students and Faculty.- From Studios to Laptops: Challenges in Imparting Design Education Virtually.- Teaching-Learning in the Industrial Engineering Career in Times of COVID-19.- Designing Learning Environments in a Digital Time - Experiences in two Different Subjects at NTNU, Norway Autumn 2020.- Rapid Response to the Needs of ESL Students of a Technical University in the Time of Emergency Covid-19 Transfer to Online Classes: ITMO University Case Study.


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Product Details
  • ISBN-13: 9783030779429
  • Publisher: Springer International Publishing
  • Publisher Imprint: Springer
  • Height: 234 mm
  • No of Pages: 343
  • Spine Width: 20 mm
  • Weight: 571 gr
  • ISBN-10: 3030779424
  • Publisher Date: 11 Jul 2021
  • Binding: Paperback
  • Language: English
  • Returnable: Y
  • Sub Title: 8th International Conference, Lct 2021, Held as Part of the 23rd Hci International Conference, Hcii 2021, Virtual Event, July 24-29, 2021, Proceedin
  • Width: 156 mm


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