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E-Learning, E-Education, and Online Training: Third International Conference, eLEOT 2016, Dublin, Ireland, August 31 – September 2, 2016, Revised Selected Papers
Kategorie Beschreibung
036aXA-DE
037beng
087q978-3-319-49624-5
100bVincenti, Giovanni ¬[HerausgeberIn]¬
104bBucciero, Alberto ¬[HerausgeberIn]¬
108bHelfert, Markus ¬[HerausgeberIn]¬
112bGlowatz, Matthias ¬[HerausgeberIn]¬
331 E-Learning, E-Education, and Online Training
335 Third International Conference, eLEOT 2016, Dublin, Ireland, August 31 – September 2, 2016, Revised Selected Papers
410 Cham
412 Springer
425 2017
425a2017
433 Online-Ressource (IX, 223 p. 50 illus, online resource)
451 Lecture Notes of the Institute for Computer Sciences, Social Informatics and Telecommunications Engineering ; 180
527 Druckausg.ISBN: 978-3-319-49624-5
527 Printed editionISBN: 978-3-319-49624-5
540aISBN 978-3-319-49625-2
700 |JNV
700 |EDU039000
700 |COM023000
700b|374.26
700c|LB1028.43-1028.75
750 This book constitutes the proceedings of the 3rd International Conference on E-Learning, E-Education, and Online Training, eLEOT 2016, held in Dublin, Ireland, August 31 - September 2, 2016. The 25 revised full papers presented were carefully reviewed and selected from 35 submissions. They focus on topics as augmented reality learning, blended learning, learning analytics, mobile learning, virtual learning environments
753 A Social Metric Approach to E-learning Evaluation in Education -- A Technique for Applying RLCP-Compatible Labs on Open edX Platform -- Active Learning and ICT in Upper Secondary School: A Possible Answer to Early School Leaving -- An Approach to Development of Practical Exercises of MOOCs based on Standard Design Forms and Technologies -- Creating Inspiring Learning Environments by means of Digital Technologies: A Case Study of the Effectiveness of WhatsApp in Music Education -- Digital Competence and Capability Frameworks in the Context of Learning, Self-Development and HE Pedagogy -- Holographic Signing Avatars for Deaf Education -- How to Apply Gamification Techniques to Design a Gaming Environment for Algebra concepts -- Intelligent Tutoring Systems -- Online Distance Education Materials and Accessibility: Case Study of University College of Estate Management -- Raising engagement and motivation through gamified e-portfolio in Kolej Profesional MARA (KPM), Malaysia: A Preliminary Survey -- Student Choice: Blends of Technology beyond the University to support social interaction and social participation in learning -- Teaching Syllogistics Using E-learning Tools -- The effective of learning by augmented reality on Android platform -- The Use of Physical Artefacts in Undergraduate Computer Science Teaching -- ThesesDB - Single-Source of Information and Workflow Support for Students’ Work -- Validation of Course Ontology Elements for Automatic Question Generation Online Track -- CIR: Fostering collective creativity -- E-Learning Authoring Tool for Reusing Web Multimedia Resources -- Experience in a blended learning course - a case study -- Private cloud with e-Learning for Resources Sharing in University Environment -- Research and trends in the studies of Collective Intelligence from 2012 to 2015 -- Comparative Study of the Mobile Learning Architectures -- Social Microlearning Motivates Learners to Pursue Higher-Level Cognitive Objectives -- Strategy Simulation Games: The Student Perspective and an Investigation of Employability Competencies gained through the use of Strategy Simulations in Higher Education
012 480950547
081 E-Learning, E-Education, and Online Training
100 Springer E-Book
125aElektronischer Volltext - Campuslizenz
655e$uhttp://dx.doi.org/10.1007/978-3-319-49625-2
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