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Titlebook: Innovative Technologies and Learning; 4th International Co Yueh-Min Huang,Chin-Feng Lai,Tânia Rocha Conference proceedings 2021 Springer Na

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发表于 2025-3-21 16:09:13 | 显示全部楼层 |阅读模式
书目名称Innovative Technologies and Learning
副标题4th International Co
编辑Yueh-Min Huang,Chin-Feng Lai,Tânia Rocha
视频video
丛书名称Lecture Notes in Computer Science
图书封面Titlebook: Innovative Technologies and Learning; 4th International Co Yueh-Min Huang,Chin-Feng Lai,Tânia Rocha Conference proceedings 2021 Springer Na
描述This book constitutes the refereed proceedings of the 4th International Conference on Innovative Technologies and Learning, ICITL 2021, held in November/December 2021. Due to COVID-19 pandemic the conference was held virtually.. The 59 full papers presented together with 2 short papers were carefully reviewed and selected from 110 submissions. The papers are organized in the following topical sections: Artificial Intelligence in Education; Augmented, Virtual and Mixed Reality in Education; Computational Thinking in Education; Design Framework and Model for Innovative learning; Education Practice Issues and Trends; Educational Gamification and Game-based Learning; Innovative Technologies and Pedagogies Enhanced Learning; Multimedia Technology Enhanced Learning; Online Course and Web-Based Environment; and Science, Technology, Engineering, Arts and Design, and Mathematics..
出版日期Conference proceedings 2021
关键词artificial intelligence; computer networks; computer science; computer systems; computer vision; curricul
版次1
doihttps://doi.org/10.1007/978-3-030-91540-7
isbn_softcover978-3-030-91539-1
isbn_ebook978-3-030-91540-7Series ISSN 0302-9743 Series E-ISSN 1611-3349
issn_series 0302-9743
copyrightSpringer Nature Switzerland AG 2021
The information of publication is updating

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发表于 2025-3-21 22:11:44 | 显示全部楼层
Lightening Up a New AI Cognitions and Performances for Engineering Students’ Problem-Based Learning vation ability, and improve the cognitive levels of problem-solving by quantitative analysis of learning achievements; (4) to show that the factor of students disposition AI courses is the most important for their impact on learning attitudes by one-way ANOVA.
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Use Object-Detection to Identify Materials and Tools for STEAM Hands-on Activity tools through recording the videos of learners in STEAM hands-on activities. This report can be used as the basic prototype of the application of computer vision in STEAM education. The ultimate goal is to identify and judge learners’ participation in STEAM activities.
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Regarding the Virtual Reality Environment Design and Evaluation Based on STEAM Learningy”. In terms of the practicability evaluation of STEAM VR learning environment establishment, the highest scoring element is “Interactivity”, followed by “Engagement”, with “Imagination” being the lowest. This study serves as a reference for future educators and researchers in establishing a STEAM VR learning environment.
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Conference proceedings 2021er/December 2021. Due to COVID-19 pandemic the conference was held virtually.. The 59 full papers presented together with 2 short papers were carefully reviewed and selected from 110 submissions. The papers are organized in the following topical sections: Artificial Intelligence in Education; Augmen
发表于 2025-3-23 02:28:12 | 显示全部楼层
Oral Practice Language Learning Companion Implementation on Voice Assistant Platformit can always be with you to practice English conversation. It uses natural language processing and voice recognition technology to tell if you are repeating the same sentence, help students can practice conversation by themselves.
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Developing an AR Tutoring System to Support Maker Educationucation. In addition, we conducted a series of analyses. Based on the results of the analysis, we boldly assume that the system is helpful to students’ learning in maker education. Finally, we have listed the problems and solutions encountered during the development process for future developers’ reference.
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