Full Description
This edited book features chapters from the 13th Pan-Hellenic and International Conference "ICT in Education," Kavala, Greece, 2022. It examines how Information and Communication Technologies (ICT) are transforming education, focusing on technical, pedagogical, organizational, instructional, and policy aspects. A key emphasis is on applied research and how ICT tools enhance teaching and learning outcomes. The book highlights trends in e-learning and digital education, including curriculum design, learning environments, and teacher development. It also addresses instructional design, media selection, and engaging learning experiences. What distinguishes this volume is its focus on recent advancements, including insights from EU-funded international research. The chapters reflect the state of the art in educational technology, offering practical applications and the latest developments. This book is ideal for educators, policymakers, and researchers in pedagogy, informatics, educational technology, and teacher education.
Contents
Part I: Teacher Education, Digital Competence, and Pedagogical Practices. Chapter 1: Investigating Greek Teachers' Training Needs in Digital Competence: Validation of the DigCompEdu Check-In Scale Using Structural Equation Modeling. Chapter 2: Teachers' beliefs and pedagogical thinking about flipped learning. Chapter 3: Computational Thinking in Early Childhood Education. Significance, approaches and challenges ahead. Chapter 4: Teaching Fractions to Third-Grade Students Using Enriched Books - A Case Study. Chapter 5: Directed AI: the future of AI for instructional design. Chapter 6: TSM-SGP: Taxonomy of Support Methods in Serious Games for Programming. Chapter 7: Serious Games design for Higher Education: Aligning Bloom's Taxonomy, Cognitive Theory of Multimedia Learning, and Gamification for effective learning. Chapter 8: Insights from Pre-Service Teachers Designing Location-Based Game. Part II: Inclusive and Immersive Technologies in Education. Chapter 9: Augmented Reality Affordances in Physics Education for Students with Intellectual Disabilities. Chapter 10: Enhancing Participation of Students with Autism in Inclusive Educational Robotics: An Action Research. Chapter 11: Augmented reality educational games for disaster management and preparedness. The case of Virtual School.