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Learning Technologies and Systems [electronic resource] : 21st International Conference on Web-Based Learning, ICWL 2022, and 7th International Symposium on Emerging Technologies for Education, SETE 2022, Tenerife, Spain, November 21-23, 2022, Revised Selected Papers / edited by Carina S. González-González, Baltasar Fernández-Manjón, Frederick Li, Francisco José García-Peñalvo, Filippo Sciarrone, Marc Spaniol, Alicia García-Holgado, Manuel Area-Moreira, Matthias Hemmje, Tianyong Hao.

Contributor(s): González-González, Carina S [editor.] | Fernández-Manjón, Baltasar [editor.] | Li, Frederick [editor.] | García-Peñalvo, Francisco José [editor.] | Sciarrone, Filippo [editor.] | Spaniol, Marc [editor.] | García-Holgado, Alicia [editor.] | Area-Moreira, Manuel [editor.] | Hemmje, Matthias [editor.] | Hao, Tianyong [editor.] | SpringerLink (Online service).
Material type: materialTypeLabelBookSeries: Lecture Notes in Computer Science: 13869Publisher: Cham : Springer International Publishing : Imprint: Springer, 2023Edition: 1st ed. 2023.Description: XXII, 537 p. 197 illus., 149 illus. in color. online resource.Content type: text Media type: computer Carrier type: online resourceISBN: 9783031330230.Subject(s): Application software | Computer and Information Systems ApplicationsAdditional physical formats: Printed edition:: No title; Printed edition:: No titleDDC classification: 005.3 Online resources: Click here to access online
Contents:
ICWL 2022. International Conference on Web-based Learning -- Digital Divide, Local and Global? Surveying Augmented Reality Educational Usage in Europe and South America -- Gamifying Experiential Learning Theory -- The Learning Analytics System that improves the teaching-learning experience of MOOC instructors and students -- Intelligent Instructional Design via Interactive Knowledge Graph Editing -- A two-step process for analysing teacher's behaviors using a scenario-based platform -- New digital tools to teach soft skills and sustainability for the labor market: gamification as a tool for competency acquisition in realistic contexts -- Pocket English Master - Language Learning with Reinforcement Learning, Augmented Reality and Artificial Intelligence -- : The design of an adaptive tool supporting formative assessment in data science courses -- Serious games for social problems -- Contextual Ontology-based Feature Selection for Teachers -- Automated Assessment in Computer Science: A Bibliometric Analysis of the Literature -- Can Educators Develop Digital Role-Playing Games? -- Constructing Low-Redundant and High-Accuracy Knowledge Graphs for Education -- Extracting the Language of the Need for Urgent Intervention in MOOCs by Analysing Text Posts -- Challenges in the Implementation of Web Based Digital Content Repository for Teachers in Bulgaria -- Providing Meaningful Digital Competence Assessment Feedback for Supporting Teachers Professional Development -- An Intelligent Chatbot Supporting Students in Massive Open Online courses -- Using a MOOC to Train Teachers to Design and Deliver MOOCs -- Designing a Game-Based Learning Environment for College students' campus learning -- Towards a Metaverse of Knowledge: A Constructivist Proposition on Immersive Learning and Visual Literacy -- SETE 2022. International Symposium on Emerging Technologies for Education -- Acceptance evaluation of a serious game to address gender stereotypes in Mexico -- Learning experience design with Maker Education -- Mobile English Learning: A Meta-analysis -- 360° Tour as an Interactive Tool for Virtual Laboratories: A Proposal -- Wearable Devices for Smart Education Based on Sensing Data: Methods and Applications -- The Use of Verbs in International Chinese Language Education -- A tangible learning application from the 3D printer for the practical teaching of meat cutting in inclusive vocational education -- A New World of Open Space: Reflections and Perspectives of Chinese scholars on the digital transformation of education and future education research -- Game-based co-creation method for children and adolescents with medical complex disease -- A Deep Learning System to Help Students Build Concept Maps -- Flexible heuristics for supporting recommendations within an AI platform aimed at non-expert users -- The 5th International Workshop on Educational Technology for Language Learning (ETLL 2022) -- Grammatical Strategies for Clause Combining and the Acquisition by Chinese EFL Learners -- Corpus-Based Sociolinguistic Study of Undergraduate English Writing and Its Implications for Business English Teaching -- Learner Portrait in Hybrid English Listening and Speaking Courses -- Conceptualizing a Gamified Flipped Model for English as Second-Language Classes in Secondary Schools: A Comparative Study between Different Age Groups -- Using Video Dubbing to Foster EFL College Students' English News Broadcasting Ability -- The 6th International Symposium on User Modeling and Language Learning (UMLL 2022) -- Exploring Learning Engagement of Higher Vocational College Students in MALL -- Flipped data science classrooms with peer instruction and just-in-time teaching: students' perceptions and learning experiences -- Using vicarious learning feedback videos as self-directed learning resources in a LMOOC context -- Blended Learning Approach in English Teaching: Effectiveness and Challenges -- Digitalization in Language and Cross-Cultural Education -- The Structure of Motivation in Online Translation Learning and the Role of L2 Motivation Self System -- Transediting of Children's Literature in the Age of Technology -- A Study on Knowledge Network Acceptability Facilitated by a Computer-Aided Translation Learning Platform -- On the Design of Computer-Aided Translation Teaching -- The Visualizing and Transferring of Communicative Rhetorical Modelling in Active Reading-Writing Teaching Based on Cognitive Apprenticeship: Case Analyses Facilitated by Rain-classroom and Pigai.org -- An Empirical Study on Knowledge-Network-Based Translation Learning -- Designing Blended Learning Model for Medical English Course Based on POA -- Application of the Formative Assessment Model in College English Course Assisted byDigital Platforms---Taking HFUT as an Example -- Translation Skills Training Through In-Depth Analysis: With Special Reference to Online Self-Learning on Textwells -- 1st Workshop on Hardware and software systems as enablers for lifelong learning (HASSELL) -- A Theoretical Framework for Computer Vision Learning Environment.
In: Springer Nature eBookSummary: This book constitutes the refereed conference proceedings of the 21st International Conference on Web-Based Learning, ICWL 2022 and 7th International Symposium on Emerging Technologies for Education, SETE 2022, held in Tenerife, Spain in November 21-23, 2022. The 45 full papers and 5 short papers included in this book were carefully reviewed and selected from 82 submissions. The topics proposed in the ICWL&SETE Call for Papers included several relevant issues, ranging from Semantic Web for E-Learning, through Learning Analytics, Computer-Supported Collaborative Learning, Assessment, Pedagogical Issues, E-learning Platforms, and Tools, to Mobile Learning. In addition to regular papers, ICWL&SETE 2022 also featured a set of special workshops and tracks: The 5th International Workshop on Educational Technology for Language Learning (ETLL 2022), The 6th International Symposium on User Modeling and Language Learning (UMLL 2022), Digitalization in Language and Cross-Cultural Education, First Workshop on Hardware and software systems as enablers for lifelong learning (HASSELL).
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ICWL 2022. International Conference on Web-based Learning -- Digital Divide, Local and Global? Surveying Augmented Reality Educational Usage in Europe and South America -- Gamifying Experiential Learning Theory -- The Learning Analytics System that improves the teaching-learning experience of MOOC instructors and students -- Intelligent Instructional Design via Interactive Knowledge Graph Editing -- A two-step process for analysing teacher's behaviors using a scenario-based platform -- New digital tools to teach soft skills and sustainability for the labor market: gamification as a tool for competency acquisition in realistic contexts -- Pocket English Master - Language Learning with Reinforcement Learning, Augmented Reality and Artificial Intelligence -- : The design of an adaptive tool supporting formative assessment in data science courses -- Serious games for social problems -- Contextual Ontology-based Feature Selection for Teachers -- Automated Assessment in Computer Science: A Bibliometric Analysis of the Literature -- Can Educators Develop Digital Role-Playing Games? -- Constructing Low-Redundant and High-Accuracy Knowledge Graphs for Education -- Extracting the Language of the Need for Urgent Intervention in MOOCs by Analysing Text Posts -- Challenges in the Implementation of Web Based Digital Content Repository for Teachers in Bulgaria -- Providing Meaningful Digital Competence Assessment Feedback for Supporting Teachers Professional Development -- An Intelligent Chatbot Supporting Students in Massive Open Online courses -- Using a MOOC to Train Teachers to Design and Deliver MOOCs -- Designing a Game-Based Learning Environment for College students' campus learning -- Towards a Metaverse of Knowledge: A Constructivist Proposition on Immersive Learning and Visual Literacy -- SETE 2022. International Symposium on Emerging Technologies for Education -- Acceptance evaluation of a serious game to address gender stereotypes in Mexico -- Learning experience design with Maker Education -- Mobile English Learning: A Meta-analysis -- 360° Tour as an Interactive Tool for Virtual Laboratories: A Proposal -- Wearable Devices for Smart Education Based on Sensing Data: Methods and Applications -- The Use of Verbs in International Chinese Language Education -- A tangible learning application from the 3D printer for the practical teaching of meat cutting in inclusive vocational education -- A New World of Open Space: Reflections and Perspectives of Chinese scholars on the digital transformation of education and future education research -- Game-based co-creation method for children and adolescents with medical complex disease -- A Deep Learning System to Help Students Build Concept Maps -- Flexible heuristics for supporting recommendations within an AI platform aimed at non-expert users -- The 5th International Workshop on Educational Technology for Language Learning (ETLL 2022) -- Grammatical Strategies for Clause Combining and the Acquisition by Chinese EFL Learners -- Corpus-Based Sociolinguistic Study of Undergraduate English Writing and Its Implications for Business English Teaching -- Learner Portrait in Hybrid English Listening and Speaking Courses -- Conceptualizing a Gamified Flipped Model for English as Second-Language Classes in Secondary Schools: A Comparative Study between Different Age Groups -- Using Video Dubbing to Foster EFL College Students' English News Broadcasting Ability -- The 6th International Symposium on User Modeling and Language Learning (UMLL 2022) -- Exploring Learning Engagement of Higher Vocational College Students in MALL -- Flipped data science classrooms with peer instruction and just-in-time teaching: students' perceptions and learning experiences -- Using vicarious learning feedback videos as self-directed learning resources in a LMOOC context -- Blended Learning Approach in English Teaching: Effectiveness and Challenges -- Digitalization in Language and Cross-Cultural Education -- The Structure of Motivation in Online Translation Learning and the Role of L2 Motivation Self System -- Transediting of Children's Literature in the Age of Technology -- A Study on Knowledge Network Acceptability Facilitated by a Computer-Aided Translation Learning Platform -- On the Design of Computer-Aided Translation Teaching -- The Visualizing and Transferring of Communicative Rhetorical Modelling in Active Reading-Writing Teaching Based on Cognitive Apprenticeship: Case Analyses Facilitated by Rain-classroom and Pigai.org -- An Empirical Study on Knowledge-Network-Based Translation Learning -- Designing Blended Learning Model for Medical English Course Based on POA -- Application of the Formative Assessment Model in College English Course Assisted byDigital Platforms---Taking HFUT as an Example -- Translation Skills Training Through In-Depth Analysis: With Special Reference to Online Self-Learning on Textwells -- 1st Workshop on Hardware and software systems as enablers for lifelong learning (HASSELL) -- A Theoretical Framework for Computer Vision Learning Environment.

This book constitutes the refereed conference proceedings of the 21st International Conference on Web-Based Learning, ICWL 2022 and 7th International Symposium on Emerging Technologies for Education, SETE 2022, held in Tenerife, Spain in November 21-23, 2022. The 45 full papers and 5 short papers included in this book were carefully reviewed and selected from 82 submissions. The topics proposed in the ICWL&SETE Call for Papers included several relevant issues, ranging from Semantic Web for E-Learning, through Learning Analytics, Computer-Supported Collaborative Learning, Assessment, Pedagogical Issues, E-learning Platforms, and Tools, to Mobile Learning. In addition to regular papers, ICWL&SETE 2022 also featured a set of special workshops and tracks: The 5th International Workshop on Educational Technology for Language Learning (ETLL 2022), The 6th International Symposium on User Modeling and Language Learning (UMLL 2022), Digitalization in Language and Cross-Cultural Education, First Workshop on Hardware and software systems as enablers for lifelong learning (HASSELL).

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