Buch, Englisch, Band 7563, 553 Seiten, Format (B × H): 155 mm x 235 mm, Gewicht: 855 g
7th European Conference on Technology Enhanced Learning, EC-TEL 2012, Saarbrücken, Germany, September 18-21, 2012, Proceedings
Buch, Englisch, Band 7563, 553 Seiten, Format (B × H): 155 mm x 235 mm, Gewicht: 855 g
Reihe: Lecture Notes in Computer Science
ISBN: 978-3-642-33262-3
Verlag: Springer
The 26 revised full papers presented were carefully reviewed and selected from 130 submissions. The book also includes 12 short papers, 16 demonstration papers, 11 poster papers, and 1 invited paper. Specifically, the programme and organizing structure was formed through the themes: mobile learning and context; serious and educational games; collaborative learning; organisational and workplace learning; learning analytics and retrieval; personalised and adaptive learning; learning environments; academic learning and context; and, learning facilitation by semantic means.
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Research
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Weitere Infos & Material
21st Century Learning for 21st Century Skills: What Does It Mean, and How Do We Do It.- Exploiting Semantic Information for Graph-Based Recommendations of Learning Resources.- An Initial Evaluation of Metacognitive Scaffolding for Experiential Training Simulators.- Paper Interfaces for Learning Geometry.- The European TEL Projects Community from a Social Network Analysis Perspective.- TinkerLamp 2.0: Designing and Evaluating Orchestration Technologies for the Classroom.- Understanding Digital Competence in the 21st Century: An Analysis of Current Frameworks.- How CSCL Moderates the Influence of Self-efficacy on Students’ Transfer of Learning.- Notebook or Facebook? How Students Actually Use Mobile Devices in Large Lectures.- Enhancing Orchestration of Lab Sessions by Means of Awareness Mechanisms.- Discerning Actuality in Backstage: Comprehensible Contextual Aging.- Tweets Reveal More Than You Know: A Learning Style Analysis on Twitter.- Motivational Social Visualizations for Personalized E-Learning.- Generator of Adaptive Learning Scenarios: Design and Evaluation in the Project CLES.- Technological and Organizational Arrangements Sparking Effects on Individual, Community and Organizational Learning.- The Social Requirements Engineering (SRE) Approach to Developing a Large-Scale Personal Learning Environment Infrastructure.- The Six Facets of Serious Game Design: A Methodology Enhanced by Our Design Pattern Library.- To Err Is Human, to Explain and Correct Is Divine: A Study of Interactive Erroneous Examples with Middle School Math Students.- An Authoring Tool for Adaptive Digital Educational Games.- A Dashboard to Regulate Project-Based Learning.- Lost in Translationfrom Abstract Learning Design to ICT Implementation: A Study Using Moodle for CSCL.- The Push and Pull of Reflection in Workplace Learning: Designing to Support Transitions between Individual, Collaborative and Organisational Learning.- eAssessment for 21st Century Learning and Skills.-
Supporting Educators to Discover and Select ICT Tools with SEEK-AT-WD.-Key Action Extraction for Learning Analytics.- Using Local and Global Self-evaluations to Predict Students’ Problem Solving Behaviour.- Taming Digital Traces for Informal Learning: A Semantic-Driven Approach.- Analysing the Relationship between ICT Experience and Attitude toward E-Learning: Comparing the Teacher and Student Perspectives in Turkey.- Integration of External Tools in VLEs with the GLUE! Architecture: A Case Study.- Mood Tracking in Virtual Meetings.- Teachers and Students in Charge: Using Annotated Model Solutions in a Functional Programming Tutor.- The Effect of Predicting Expertise in Open Learner Modeling.- Technology-Embraced Informal-in-Formal-Learning.- Towards Automatic Competence Assignment of Learning Objects.- Slicepedia: Automating the Production of Educational Resources from Open Corpus Content.- Fostering Multidisciplinary Learning through Computer-Supported Collaboration Script: The Role of a Transactive Memory Script.- Mobile Gaming Patterns and Their Impact on Learning Outcomes: A Literature Review.- Adaptation “in the Wild”: Ontology-Based Personalization of Open-Corpus Learning Material.- Encouragement of Collaborative Learning Based on Dynamic Groups.- An Authoring Tool to Assist the Design of Mixed Reality Learning Games.- An Automatic Evaluation of Construction Geometry Assignments.- Ask-Elle: AHaskell Tutor: Demonstration.- Backstage – Designing a Backchannel for Large Lectures.- Demonstration of the Integration of External Tools in VLEs with the
GLUE! Architecture.- Energy Awareness Displays: Prototype for Personalised Energy Consumption Feedback.- I-Collaboration 3.0: A Model to Support the Creation of Virtual Learning Spaces.- Learning to Learn Together through Planning, Discussion and Reflection on Microworld-Based Challenges.-
Making Learning Designs Happen in Distributed Learning Environments with GLUE!-PS.- Math-Bridge: Adaptive Platform for Multilingual Mathematics
Courses.- MEMO – Situated Learning Services for e-Mobility.- PINGO: Peer Instruction for Very Large Groups.- Proportion: Learning Proportional Reasoning Together.- Supporting Goal Formation, Sharing and Learning of Knowledge Workers.- U-Seek: Searching Educational Tools in the Web of Data.- XESOP: A Content-Adaptive M-Learning Environment.- A Collaboration Based Community to Track Idea Diffusion Amongst Novice Programmers.- Argument Diagrams in Facebook: Facilitating the Formation of Scientifically Sound Opinions.- Authoring of Adaptive Serious Games.- Collaborative Learning and Knowledge Maturing from Two Perspectives.- Computer Supported Intercultural Collaborative Learning: A Study on Challenges as Perceived by Students.- Just4me: Functional Requirements to Support Informal Self-directed Learning in a Personal Ubiquitous Environment.- Observations Models to Track Learners’ Activity during Training on a Nuclear Power Plant Full-Scope Simulator.- Practical Issues in e-Learning Multi-Agent Systems.- Students’ Usage and Access to Multimedia Learning Resources in an Online Course with Respect to Individual Learning Styles as Identified by the VARK Model.- Technology-Enhanced Replays of Expert Gaze Promote Students’ Visual Learning in Medical Training.- Towards Guidelines for Educational Adventure Games Creation (EAGC).