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Learning and Collaboration Technologies [2015]

1
An Eye-Tracking Analysis of Spatial Contiguity Effect in Educational Animations
2
Audio Cues: Can Sound Be Worth a Hundred Words?
3
Using Augmented Reality Technology in Assisting English Learning for Primary School Students
4
G-NETS – Gesture-Based Nursing Educational Training Support System
5
Dual-Coding Strategy for the Chinese Characters Learners: Chinese PCS Editor
6
Exploring Student Interactions: Learning Analytics Tools for Student Tracking
7
Assessments of User Centered Design Framework for M-learning Application Development
8
Design and Evaluation of a Learning Assistant System with Optical Head-Mounted Display (OHMD)
9
Prediction of Learner Native Language by Writing Error Pattern
10
An Exploration of Mobile Collaborative Writing Interface Design
11
A Tablet-Based Lego Mindstorms Programming Environment for Children
12
Voice-Based Computer Mediated Communication for Individual Practice to Increase Speaking Proficiency: Construction and Pilot Study
13
Supporting the Development of Computational Thinking: A Robotic Platform Controlled by Smartphone
14
The Use of Augmented Reality Interfaces for On-site Crisis Preparedness
15
Design and Implementation of Novel Word Learning System “Überall”
16
Design Solutions for Interactive Multi-video Multimedia Learning Objects
17
Automatic Pronunciation Error Detection and Feedback Generation for CALL Applications
18
Feedback in Computer-Based Concept Mapping Tools: A Short Review
19
Model for Detecting Student Difficulties in Solving Formative Assessments
20
Enhancing the Learner’s Performance Analysis Using SMEUS Semantic E-learning System and Business Intelligence Technologies
21
Creation of Meaningful-Learning and Continuous Evaluation Education System
22
A Computational Model to Determine Desirability of Events Based on Personality for Performance Motivational Orientation Learners
23
Recommendation Engine for an Online Drill System
24
Usability of Educational Technology APIs: Findings and Guidelines
25
Ontological Design to Support Cognitive Plasticity for Creative Immersive Experience in Computer Aided Learning
26
The Potential Use of the Flexilevel Test in Providing Personalised Mobile E-Assessments
27
Supporting Golf Coaching and Swing Instruction with Computer-Based Training Systems
28
A Student-Centered Hybrid Recommender System to Provide Relevant Learning Objects from Repositories
29
Adaptive and Personalized Educational Ubiquitous Multi-Agent System Using Context-Awareness Services and Mobile Devices
30
Math and Motion: A (Coursera) MOOC to Rethink Math Assessment
31
A Notification and Recommender Mobile App for Educational Online Discussion: A Design Research Approach
32
Generating Quizzes for History Learning Based on Wikipedia Articles
33
Construction of Educative Micro-Worlds to Build Students’ Creativity in Terms of Their Own Self-Learning
34
The Effect of Metaphoric Gestures on Schematic Understanding of Instruction Performed by a Pedagogical Conversational Agent
35
Designing Pedagogical Agents to Evoke Emotional States in Online Tutoring Investigating the Influence of Animated Characters
36
Contextualization of Archaeological Findings Using Virtual Worlds. Issues on Design and Implementation of a Multiuser Enabled Virtual Museum
37
Enhancing the Learning Success of Engineering Students by Virtual Experiments
38
The Learning Effect of Augmented Reality Training in a Computer-Based Simulation Environment
39
Virtual Music Teacher for New Music Learners with Optical Music Recognition
40
The Visual Design and Implementation of an Embodied Conversational Agent in a Shared Decision-Making Context (eCoach)
41
CyberPLAYce, A Cyber-Physical-Spatial Storytelling Tool: Results from an Empirical Study with 8-10-Year-Old Storytellers
42
What Do My Colleagues Know? Dealing with Cognitive Complexity in Organizations Through Visualizations
43
From Formal to Informal 3D Learning. Assesment of Users in the Education
44
Evolution of the Conversation and Knowledge Acquisition in Social Networks Related to a MOOC Course
45
CATALYST: Technology-Assisted Collaborative and Experiential Learning for School Students
46
A Study to Activate Communication by Using SNS on Mobile Phone
47
Collaborative Tablet PC the System for Self-Active Awareness in a Dormitory Environment
48
A Knowledge Management System to Classify Social Educational Resources Within a Subject Using Teamwork Techniques
49
Let’s Play, Video Streams, and the Evolution of New Digital Literacy
50
Human-Human Interaction Modeling of Trainer
51
A Platform for Supporting the Development of Mixed Reality Environments for Educational Games
52
Can Games Motivate Urban Youth for Civic Engagement?
53
H-Treasure Hunt: A Location and Object-Based Serious Game for Cultural Heritage Learning at a Historic Site
54
Developing an Educational Game for Art Education - Gesture Recognition-Based Performance Guidance for Mozart’s Opera Magic Flute
55
Transferring an Educational Board Game to a Multi-user Mobile Learning Game to Increase Shared Situational Awareness
56
Gamification in e-Learning Systems: A Conceptual Model to Engage Students and Its Application in an Adaptive e-Learning System
57
Good Newbie or Poor Newbie? Determinants of Video Game Skill Acquisition at an Early Stage
58
Inspecting Quality of Games Designed for Learning Programming
59
E-Learning and Serious Games
60
Game Rhetoric: Interaction Design Model of Persuasive Learning for Serious Games
61
Just-in-Case or Just-in-Time Training? – Excerpts from a Doctoral Research Study
62
Users and Technologies in Education: A Pending Course
63
Free Software User Interfaces: Usability and Aesthetics
64
Impacting the Digital Divide on a Global Scale - Six Case Studies from Three Continents
65
Differentiation of Student Perceptions for Online Courses, Over Time
66
The Future of Electronic Textbooks from a User Perspective
67
Out of Classroom Instruction in the Flipped Classroom: The Tough Task of Engaging the Students
68
Understanding Nomophobia: A Modern Age Phobia Among College Students
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