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دانلود کتاب Methodologies and Intelligent Systems for Technology Enhanced Learning, 11th International Conference

دانلود کتاب روش ها و سیستم های هوشمند برای یادگیری پیشرفته فناوری، یازدهمین کنفرانس بین المللی

Methodologies and Intelligent Systems for Technology Enhanced Learning, 11th International Conference

مشخصات کتاب

Methodologies and Intelligent Systems for Technology Enhanced Learning, 11th International Conference

ویرایش: 1 
نویسندگان: , , , , , , , , ,   
سری: Lecture Notes in Networks and Systems Book 
ISBN (شابک) : 9783030866174, 9783030866181 
ناشر: Springer 
سال نشر: 2021 
تعداد صفحات: 292 
زبان: English 
فرمت فایل : PDF (درصورت درخواست کاربر به PDF، EPUB یا AZW3 تبدیل می شود) 
حجم فایل: 28 مگابایت 

قیمت کتاب (تومان) : 38,000



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در صورت تبدیل فایل کتاب Methodologies and Intelligent Systems for Technology Enhanced Learning, 11th International Conference به فرمت های PDF، EPUB، AZW3، MOBI و یا DJVU می توانید به پشتیبان اطلاع دهید تا فایل مورد نظر را تبدیل نمایند.

توجه داشته باشید کتاب روش ها و سیستم های هوشمند برای یادگیری پیشرفته فناوری، یازدهمین کنفرانس بین المللی نسخه زبان اصلی می باشد و کتاب ترجمه شده به فارسی نمی باشد. وبسایت اینترنشنال لایبرری ارائه دهنده کتاب های زبان اصلی می باشد و هیچ گونه کتاب ترجمه شده یا نوشته شده به فارسی را ارائه نمی دهد.


توضیحاتی در مورد کتاب روش ها و سیستم های هوشمند برای یادگیری پیشرفته فناوری، یازدهمین کنفرانس بین المللی

روش‌ها و فن‌آوری‌های پیشرفته و جدید به محققان، طراحان و کارشناسان حوزه اجازه می‌دهد راه‌حل‌های یادگیری پیشرفته (TEL) را دنبال کنند که نه تنها فرآیندهای شناختی، بلکه عوامل انگیزشی، شخصیتی یا عاطفی را نیز هدف قرار می‌دهند. کنفرانس بین‌المللی روش‌شناسی و سیستم‌های هوشمند برای یادگیری پیشرفته فناوری (MIS4TEL'21) به میزبانی دانشگاه سالامانکا و در سالامانکا (اسپانیا) از 6 تا 8 اکتبر 2021 برگزار شد. انتصاب سالانه MIS4TEL خود را به عنوان یک انجمن بارور تلفیقی که در آن دانشمندان و متخصصان جامعه بین المللی، با طیف وسیعی از تخصص در زمینه TEL، نتایج را به اشتراک می گذارند و تجربیات را با هم مقایسه می کنند. فراخوان ها برای مقالات ویرایش یازدهم کنفرانس با استقبال از تحقیقات جدید در TEL و گسترش موضوعات نسخه های قبلی: این درخواست از زمینه های تحقیقاتی جدید (از هوش مصنوعی و سیستم های مبتنی بر عامل گرفته تا رباتیک، واقعیت مجازی، اینترنت) در مورد چیزها و راه حل های پوشیدنی، از جمله) در مورد روش ها و فرصت های فن آوری، و نحوه خدمت به آنها برای ایجاد رویکردهای جدید به TEL، راه حل های نوآورانه TEL، و تجربیات ارزشمند TEL.


توضیحاتی درمورد کتاب به خارجی

State-of-the-art and novel methodologies and technologies allow researchers, designers, and domain experts to pursue technology-enhanced learning (TEL) solutions targeting not only cognitive processes but also motivational, personality, or emotional factors. The International Conference in Methodologies and Intelligent Systems for Technology-Enhanced Learning (MIS4TEL'21) is hosted by the University of Salamanca and was held in Salamanca (Spain) from October 6–8, 2021. The annual appointment of MIS4TEL established itself as a consolidated fertile forum where scholars and professionals from the international community, with a broad range of expertise in the TEL field, share results and compare experiences. The calls for papers of the 11th edition of the conference welcomed novel research in TEL and expands on the topics of the previous editions: It solicited work from new research fields (ranging from artificial intelligence and agent-based systems to robotics, virtual reality, Internet of things and wearable solutions, among others) concerning methods and technological opportunities, and how they serve to create novel approaches to TEL, innovative TEL solutions, and valuable TEL experiences.



فهرست مطالب

Preface
Organization of MIS4TEL 2021 http://www.mis4tel-conference.net/
	General Chair
	Technical Program Chairs
	Paper Chairs
	Proceedings Chair
	Publicity Chairs
	Workshop Chairs
	Technological Frontiers Chair
	Program Committee
	Organizing Committee
Contents
MAIN Track
3D Virtual Application as a Guidance and Facility Management Tool Applied to University Buildings
	1 Introduction
	2 Background
	3 Software Development
	4 Web Modules and Mobile Application Description
		4.1 Guiding Function
		4.2 Facilities Management
		4.3 Mobile Application
	5 Conclusions
	References
Improved Automated Classification of Sentences in Data Science Exercises
	1 Introduction
	2 Related Work
	3 Study
		3.1 Dataset
		3.2 Features
		3.3 Methods
		3.4 Results
		3.5 Discussion
	4 Conclusions and Future Work
	References
What Children Learn in Smart-Thing Design at a Distance: An Exploratory Investigation
	1 Introduction
	2 Related Work
	3 Design Toolkit for Workshops at a Distance
	4 Workshop Design
		4.1 Research Question
		4.2 Participants and Setting
		4.3 Protocol
		4.4 Data Gathering
	5 Workshop Results
	6 Discussion
	7 Conclusions and Future Work
	References
Students' Attitude Towards Technology Enhanced Photovoice to Support Critical Reflection
	1 Introduction
	2 Theory and Related Work
		2.1 Photovoice and Reflection
		2.2 Designing Social, Mobile Technologies to Support Reflection
	3 The Mobile Application
	4 The Study
		4.1 The Assignment
		4.2 The Questionnaire
	5 Results
	6 Discussion and Future Research
		6.1 Design Recommendations
		6.2 Limitations
	7 Conclusion
	References
Scenarios for Graph Algorithmic Thinking Co-created with Teachers
	1 Introduction
	2 Related Work
		2.1 Unplugged Learning
		2.2 Scenario-Based Learning
	3 GAT Scenarios
		3.1 Action Research for GAT Scenarios
		3.2 The Framework of GAT Scenarios
		3.3 GAT Scenarios and Interventions
	4 A Field Study with GAT Scenarios
		4.1 Participants and Setting
		4.2 GAT Scenarios
		4.3 Research Question and Data Collection
	5 Results
		5.1 Results per Type of Exercise
		5.2 Results per Group
	6 Discussion and Conclusions
	References
MONICA ``On-the-Job'' Technology-Enhanced Learning Environment: An Empirical Evaluation
	1 Introduction
	2 MONICA ``On-the-Job'' TEL Environment
	3 Empirical Evaluation of MONICA Learning Model
	4 Discussion and Conclusion
	References
ARcode: Programming for Youngsters Through AR
	1 Introduction
	2 AR in Education: A Wave of Change
	3 Related Work
	4 Platform Design
		4.1 Gamification Elements
	5 Experimental Design and Testing
	6 Results
	7 Conclusion and Future Work
	References
An Investigation of Dissemination and Retention of Non-verbal Information About the Cultural Heritage of Rock Art in a Virtual Reality Simulation
	1 Introduction
	2 Related Work
		2.1 Learning in the Context of Serious Games and Cultural Heritage
		2.2 Cultural Games and Situated Experiences in the Context of Virtual Reality
		2.3 The Subject and Instructional Technology: Rock Art and Virtual Reality
	3 Reconstructing a Prehistoric Context: Design and Implementation of a Virtual Reality Rock Art Cave
		3.1 A Short Walkthrough of the Game
	4 Evaluation
		4.1 Instructional Variables and Scoring
		4.2 Participants
		4.3 Procedure
	5 Discussion of Results and Conclusion
	References
A Game-Based Approach to Manage Technostress at Work
	1 Reduce Technostress: A Challenge of Our Time
		1.1 Work-Related Stress and Its Consequences
		1.2 Technology as an Emergent Source of Work-Related Stress: Technostress
	2 Using Games to Address Technostress
		2.1 Step 1: The Needs Analysis
		2.2 Step 2: The Digital Training Platform
		2.3 Step 3: The Facilitator Training Course
		2.4 Step 4: Policy Report and Recommendations
	3 Some Preliminary Results: The Alpha Testing
		3.1 Usability
		3.2 Game Experience
		3.3 Pedagogical and Competence Development Objectives
		3.4 Final Open-Ended Question
	4 Conclusions
	References
Designing the Learning Analytics Cockpit - A Dashboard that Enables Interventions
	1 Introduction
	2 Related Work
	3 Design Methodology
	4 Requirements Collection
		4.1 Methodology: Interviews
		4.2 Results
	5 The LA Cockpit
		5.1 Methodology: Usability Study
		5.2 Results
	6 Discussion
	7 Conclusion and Future Work
	References
Age and Gender (Face) Recognition: A Brief Survey
	1 Introduction
	2 Overview of CNN Based Approaches
	3 Approaches and Datasets
	4 Conclusion
	References
Deep Learning to Monitor Massive Open Online Courses Dynamics
	1 Introduction
	2 Related Work
	3 The Student Model
	4 Experimental Evaluation
		4.1 The Experimental Settings
		4.2 The Peer Assessment Sessions
		4.3 Graph Embedding
		4.4 Results and Discussion
	5 Conclusions and Future Work
	References
Workshop on the Gamification of the Learning Processes (GaLePro)
	Workshop on the Gamification of the Learning Processes (GaLePro)
	chPart2
	Organization
	Organizing Committee
	Program Committee
The Influence of Gamification in Education: Possibilities, Regulation and Concerns
	1 Introduction
	2 Gamification as a Tool of Education
		2.1 Possibilities in Education Developments Using Gamification
		2.2 Effects of Gamification on Students Skills and Academic Achievement
		2.3 Gamification as a Connection Between Students and Their Teachers
	3 Legal Issues Raised by the Use of Gamification on Education
		3.1 Privacy, Control, and Information Disclosure
		3.2 Personal Information, Concerns, and Perils
	4 Conclusion
	References
A Framework for Online Education in Computer Science Degrees with a Focus on Motivation
	1 Introduction
	2 Background
	3 A Framework for Online Education in Computer Science with a Focus on Motivation
		3.1 An Instance for the Super Mario Game
	4 Conclusions
	References
Applications of Gamification in the Context of Higher Education. A Theoretical Approach
	1 Introduction
	2 Gamification in Higher Education: Theoretical Approach
	3 The Role of the Teacher in Gamification Processes
		3.1 Phases in the Design of a Gamified System
	4 Innovative Applications and Tools for Gamification
	5 Conclusions
	References
Learning AnalyTICs: Exploring the Hypothetical Learning Trajectories Through Mathematical Games
	1 Introduction
	2 Related Works
	3 Theoretical Background
	4 A Case Study: The Tower of Hanoi Game
		4.1 Presentation of Hypothesis
	5 Findings and Discussion
	6 Conclusions
	References
A Tool to Assess Students' Performance in Programming
	1 Introduction
	2 State of the Art
	3 Solution
	4 Conclusions and Future Work
	References
Experiments on Gamification with Virtual and Augmented Reality for Practical Application Learning
	1 Introduction
	2 Related Work
		2.1 Virtual Reality (VR) and Augmented Reality (AR)
		2.2 Gamification
	3 Application of Gamification and Mixed Realities
		3.1 Gamification Elements
		3.2 Virtual Reality
		3.3 Augmented Reality
	4 Results
	5 Conclusion and Future Work
	References
Gamification as a Motivational and Socio-educational Resource in Classrooms with Students at Risk of Social Exclusion
	1 Introduction
	2 Gamification. Characteristics and Benefits of Its Application
	3 Gamification as an Inclusion Strategy
	4 Conclusions
	References
Workshop on TEL in Nursing Education Programs (NURSING)
	Workshop on TEL in Nursing Education Programs (NURSING)
	chPart3
	Organization
	Organizing Committee
The Collaboration Among Pediatric Residents, Nursing and Midwifery Students for Newborn Health: A Quasi-experimental Study on Interprofessional High-Fidelity Patient Simulation
	1 Introduction
	2 Method
	3 Results
	4 Discussion
	5 Conclusions
	Appendix
	References
Care Robots and Bioethics: A Discussion Paper on Moral Standing of New Training Opportunities
	1 Are Carebots Slave or Friends?
	2 Robots as Slaves
	3 Robots as Friends
	4 Trusting Robots?
	5 Conclusions
	References
The Use of Robotics to Enhance Learning in Nursing Education: A Scoping Review
	1 Introduction
	2 Methods
		2.1 Study Design and Search Strategy
		2.2 Study Selection, Data Collection Process, and Synthesis of Results
	3 Results
	4 Discussion
	5 Conclusions
	References
Time to Incorporate Artificial Intelligence into High-Fidelity Patient Simulators for Nursing Education: A Secondary Analysis of a Pilot Study
	1 Introduction
	2 Materials and Methods: Applying Multiple Scenario Algorithms in a Learning Experience of Postgraduate Critical Care Nursing Students
		2.1 The HAL® S 1000 Interface: From the Scenario Script to Algorithm Setting
		2.2 Procedures, Learning Outcomes, Measurement Tools, and Data Analysis
		2.3 The Simulation Experiences and Students’ Learning Gains
	3 Lesson Learned and Future Perspectives
	4 Conclusion
	References
Opinions and Experiences of Nursing Students About the High-Fidelity Simulation: A Multicentric Multi-method Sequential Study
	1 Introduction
	2 Methods
	3 Results
	4 Discussion
	5 Conclusion
	References
Videotraining and Expert System: A New Peritoneal Dialysis Training Model
	1 Training in Peritoneal Dialysis
	2 Traditional Training
	3 Videotraining with the Expert System
	4 Acquired Experience and Objectives of the Study
	5 Discussion and Conclusion
	References
Workshop on Technology - Enhanced Learning for Future Citizens (TEL4FC)
	Workshop on Technology - Enhanced Learning for Future Citizens (TEL4FC)
	chPart4
	Organization
	Organizing Committee
	Program Committee
Engaging Children in Digital Storytelling
	1 Introduction
	2 Related Work
	3 Novelette
	4 Evaluation
		4.1 Research Question
		4.2 Participants and Setting
		4.3 Protocol
		4.4 Data Gathering
	5 Results and Discussion
	6 Conclusions and Future Work
	References
Smart City Design as a 21st Century Skill
	1 Introduction
	2 Workshops
		2.1 Roobopoli
		2.2 SNaP
	3 Comparison and Reflections
	4 Conclusions and Future Work
	References
Author Index




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