Buch, Englisch, 206 Seiten, Format (B × H): 155 mm x 235 mm, Gewicht: 335 g
Second International Conference, PLT 2022, Foggia, Italy, November 17-18, 2022, Revised Selected Papers
Buch, Englisch, 206 Seiten, Format (B × H): 155 mm x 235 mm, Gewicht: 335 g
Reihe: Communications in Computer and Information Science
ISBN: 978-3-031-81705-2
Verlag: Springer Nature Switzerland
This book constitutes the refereed proceedings of Second International Workshop on Psychology, Learning, Technology, PLT 2022, which took place in Foggia, Italy, in November 2022.
The 14 full papers were carefully reviewed and selected from 42 submissions. The papers were organized in topical sections as follows: Digital psychology and digital setting; advances in technology enhanced learning and teaching; and bilingualism and second language learning.
Zielgruppe
Research
Autoren/Hrsg.
Fachgebiete
- Mathematik | Informatik EDV | Informatik Informatik Künstliche Intelligenz Wissensbasierte Systeme, Expertensysteme
- Mathematik | Informatik EDV | Informatik Angewandte Informatik Computeranwendungen in Geistes- und Sozialwissenschaften
- Mathematik | Informatik EDV | Informatik Technische Informatik Netzwerk-Hardware
- Sozialwissenschaften Pädagogik Lehrerausbildung, Unterricht & Didaktik E-Learning, Bildungstechnologie
Weitere Infos & Material
Digital Psychology and Digital Settings.- Evaluation of Essays and Comments for Developing Critical Thinking Ability during a University course.- Proposal of an online strength-based CBT intervention model in hospitalized patients with COVID-19: promotion of psychological well-being and prevention of post-COVID emotional symptoms in Italian medical setting.- The relationship between fluid intelligence and memory and how to measure it with technological tools.- New Digital Technologies for Psychotherapy.- Advances in Technology Enhanced Learning and teaching.- Intersectionality Between Open Educational Resources And Sustainable Development Goals: Future Perspectives.- Italian teachers and TPACK-G: An exploratory study of its relationship with attitudes toward DGBL and digital self-efficacy.- Collaborative Creation of Digital Storytelling Using Gamification and its effect on EFL Grammar Learning in Flipped, Blended and Traditional Classes.- Training teachers to "play seriously" testing a Game Design activity for assessment during a teacher training course.- Bilingualism and second language learning.- Bilingualism and second language learning with the use of social robots a scoping review.- Reading Profile in Deaf Adults.- Advances in Technology Enhanced Learning and teaching.- Comparison of traditional and virtual reality learning in children with ADHD.- Exploratory study of the effect of digital storytelling using Tangible User Interfaces on acquired knowledge about a story in a group of primary school children.- Virtual reality and learning in children with SEN.- Game-Based Assessment: between goals and psychometric rigor.