000 | 04759cam a2200373 i 4500 | ||
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001 | 1382402953 | ||
003 | OCoLC | ||
005 | 20240904134950.0 | ||
007 | ta | ||
008 | 240904s2023 sz a | 101 0 eng d | ||
020 | _a9783031347535 (paperback) | ||
035 | _a(OCoLC)1378297260 | ||
040 |
_aGW5XE _beng _erda _epn _cGW5XE _dSY |
||
050 | 4 |
_aLB1028.5 _b.L43 2023 |
|
082 | 0 | 4 |
_a371.33/44678 _223/eng/20230614 |
111 | 2 |
_aLTEC (Workshop) _n(11th : _d2023 : _cBangkok, Thailand) _949344 |
|
245 | 1 | 0 |
_aLearning technology for education challenges : _b11th International Workshop, LTEC 2023, Bangkok, Thailand, July 24-27, 2023, proceedings / _cLorna Uden, Dario Liberona, editors |
246 | 3 | 0 | _aLTEC 2023 |
264 | 1 |
_aCham : _bSpringer, _c[2023] |
|
264 | 4 | _c℗♭2023 | |
300 |
_axii, 354 pages : _billustrations (chiefly color) _c24cm . |
||
490 | 1 |
_aCommunications in computer and information science, _x1865-0937 ; _v1830 |
|
500 | _aInternational conference proceedings | ||
500 | _aIncludes author index | ||
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 Programming Module 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 |
_aComputer-assisted instruction _vCongresses. _949345 |
|
650 | 0 |
_aEducational technology _vCongresses. _949346 |
|
655 | 7 |
_aConference papers and proceedings. _2lcgft |
|
700 | 1 |
_aUden, Lorna, _d1946- _eeditor. _942169 |
|
700 | 1 |
_aLiberona, Dario, _eeditor. _949347 |
|
830 | 0 |
_aCommunications in computer and information science ; _v1830. _949348 |
|
942 |
_2lcc _cBook |
||
999 |
_c384235 _d384235 |