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Titlebook: Immersive Education; 4th European Summit, Martin Ebner,Kai Erenli,Aaron E. Walsh Conference proceedings 2015 Springer International Publish

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发表于 2025-3-21 18:01:09 | 显示全部楼层 |阅读模式
书目名称Immersive Education
副标题4th European Summit,
编辑Martin Ebner,Kai Erenli,Aaron E. Walsh
视频video
概述Includes supplementary material:
丛书名称Communications in Computer and Information Science
图书封面Titlebook: Immersive Education; 4th European Summit, Martin Ebner,Kai Erenli,Aaron E. Walsh Conference proceedings 2015 Springer International Publish
描述.This book constitutes the refereed proceedings of the 4th European Immersive Education Summit, EiED 2014, held in Vienna, Austria, in November 2014..The 11 revised full papers presented were carefully reviewed and selected from 30 submissions. The papers are organized in topical sections on innovation and technological advancements in e-learning; immersive and emerging technologies for cultural and digital heritage..
出版日期Conference proceedings 2015
关键词distance learning; e-learning; immersive learning environments; interactive learning environments; virtu
版次1
doihttps://doi.org/10.1007/978-3-319-22017-8
isbn_softcover978-3-319-22016-1
isbn_ebook978-3-319-22017-8Series ISSN 1865-0929 Series E-ISSN 1865-0937
issn_series 1865-0929
copyrightSpringer International Publishing Switzerland 2015
The information of publication is updating

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GAMEDUCATION: Using Gamification Techniques to Engage Learners in Online Learninggaging learning. This paper reviews theories and research related to learner motivation and engagement. Moreover, it proposes using Gamification in the context of education thus to tackle the lack of learner’s engagement.
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A Contribution to Collaborative Learning Using IPads for School Childrennterface for teachers provides the possibility to create custom content as well as to receive feedback of the children’s performance. A first field study at two primary schools in Graz showed promising results for the learning behavior of school children.
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How to Detect Programming Skills of Students?f patterns can define some kind of skills and how we can categorize the skills into several skill levels according to their complexity. Finally, we propose some use cases and further directions of our research.
发表于 2025-3-22 14:00:01 | 显示全部楼层
Immersive Installation: “A Virtual St Kilda”square km of virtual space, and models both tangible and intangible culture. It is integrated into the exhibition, which articulates an interpretation of the St Kilda legacy through the prism of contemporary North Uist life.
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Determining the Causing Factors of Errors for Multiplication Problemsstigations. Our research sheds light to the impact of each error type in simple multiplication problems and the evolution of error rates for different error types in relation to the increasing problem-size.
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