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Full Description
This book constitutes the revised selected papers from the 16th International Conference on Computer Supported Education, CSEDU 2024, held in Angers, France, during May 2-4, 2024.
The 17 full papers and 10 short papers included in this book were carefully reviewed and selected from 202 submissions. They contribute to the understanding of relevant trends in the current research on Computer Supported Education, including: Feedback and Learning Support, Active Learning, Computer-Supported Collaborative Learning, Educational Communication and Collaboration Tools, Authoring Tools and Content Development, eLearning Platforms and Portals, Pre-K/K-12 Education, Next Generation Teaching and Learning Environments, including Virtual and Augmented Learning Environments and Adaptive Educational Systems.
Contents
.- Adaptive Generation of Faded Worked Examples in Vocational Education.
.- Towards an Innovative Teaching Platform for Animal Experimentation Techniques.
.- Aesthetics Matter: Driving Credibility, Purchase Intent, and Learning Motivation in Digital Education by Using Aesthetic Experience.
.- Designing a Tool for Vocabulary Learning: BaLex- A Collaborative and Gamified Lexical Database.
.- MatematiX Tales: Interactive Mathematical Explorations Driven by Stories.
.- Teaching Assistants as Assessors: Deepening the Narrative in Grading Practices.
.- Enhancing Academic Collaboration in Smart Campus.
.- Enhancing Learning Mobility with a Community-Based Support Scheme in Higher Education Across Southeast Asia and Japan.
.- Design, Test, Evolve: Stemie's Evolution to PCB.
.- Designing Transformative Learning Environments: Embedding Computational Thinking into Digital Education.
.- Understanding Collaborative Interaction Between Deaf and Hearing Individuals in Metaverse Educational Environments: An Observational Study with Implications for DALverse.
.- Recycling Formative Assessments for Adaptive Learning Paths: Enhancing Ad-Hoc Assessment, Efficiency, and Personalization in Self-Directed Learning.
.- Artificial and Human Intelligence: Collaborative Dynamics in Academic Publishing.
.- Beyond the Gap: An In-Depth Exploration of Women's Experiences in Computer Science.
.- FlipCard Storyteller: A Platform for Learning Robotics by Teaching.
.- Learning-Support Method for Professional Shogi Players Using Differences in Intuition with Others.
.- Sustainable Farming: A Mobile Serious Game to Environmental Education in Primary School.
.- Automatic Formative Assessment, Adaptive Teaching, and Mathematics Learning: Insights from the Experimentation of an Adaptive Path on Analytic Geometry.
.- BPM Education: Updating the Competency Landscape and Innovation in Teaching with the BPM Wheel Serious Game.
.- Measuring Originality in Computer Programming: A Code Distance Approach.
.- Learning Behaviors Development of Computer Science Students.
.- Are Late Submission Penalties Hindering Retention Initiatives?.
.- Students Use of Self-Testing Learning Strategies: What Dispositional Learning Analytics Can Tell.
.- Forging a Unified Autograder.
.- How Gender and Age Mediate the Effect of Self-Efficacy on Digital Learning Performance?.
.- Evaluating Role-Consistency in LLMs for Counselor Training.
.- Unlocking Educators' Potential with Practices Concerning Artificial Intelligence: From Theory to Application.



