Innovative Technologies and Learning 6th International Conference, ICITL 2023, Porto, Portugal, August 28-30, 2023, Proceedings / [electronic resource] :
edited by Yueh-Min Huang, Tânia Rocha.
- 1st ed. 2023.
- XVII, 657 p. 169 illus., 133 illus. in color. online resource.
- Lecture Notes in Computer Science, 14099 1611-3349 ; .
- Lecture Notes in Computer Science, 14099 .
Artificial Intelligence in Education -- Intelligent (Musical) Tutoring System: The Strategic Sense for Deep Learning? -- Nurturing Artificial Intelligence Literacy in Students with Diverse Cultural Backgrounds -- The Course of Precision Measurements from the Incorporation of Precision Machinery and Artificial Intelligence and the Learning Effects of its Learning Materials -- Concerns about Using ChatGPT in Education -- Comparing Handwriting fluency in English Language Teaching using Computer Vision Techniques -- Redefining Customer Service Education in Taiwan's Convenience Store Sector: Implementing an AI-Driven Experiential Training Approach -- The combination of recognition technology and artificial intelligence for questioning and clarification mechanisms to facilitate meaningful EFL writing in authentic contexts -- Solving the self-regulated learning problem: Exploring the performance of ChatGPT in mathematics -- Opportunities and challenges for AI-assisted qualitative data analysis: An example from collaborative problem-solving discourse data -- Computational Thinking in Education -- Exploring the development of a teaching model based on the TPACK framework -- Cultivating Data Analyst Skills and Mindfulness in Higher Education -- Students Learning Performance and Engagement in a Visual Programming Environment -- Applying Computational Thinking and Formative Assessment to Enhance the Learning Performance of Students in Virtual Programming Language -- Design and Framework of Learning Systems -- FLINK: An Educator's Tool for Linking Inaccurate Student Records -- Intercultural collaborative teaching and learning in online environments - e-quality in global media education case study -- The impact of hands-on activities integrating design thinking on the creative self-efficacy and learning performance of junior high school students: A Case of Producing Solar Battery Charger -- Key Principles Pertinent to User Experience Design for Conversational User Interfaces: A Conceptual Learning Model -- Integrating a Chatbot and the Concepts of Grit and Growth Mindset into a Mobile Game-based Learning System -- A Guiding Cooperative Learning Approach in Mobile Learning Environments -- The Designing Framework of Simulation Flipped Classroom to Enhance Analytical Thinking on the Topic of the Nervous System for Grade 11 Students -- Pedagogies to Innovative Technologies and Learning -- Learning processes and Digital Transformation -- Flipped Classroom Method in Higher Education: A case of Kazakhstan -- Combining the AISAS model and online collaborative learning features to examine learners' we-intention to use health-related applications -- Building a Telecollaborative Community of Practice among Pre-Service English Teachers, In-Service Teachers, and International-School Teachers -- A Pilot Study of Preservice Teachers Accepting and Using Chatbots to Enhance CFL Education -- Enhancing Phonetics Learning in Online Language Courses: A Counterbalanced Study on CLD and SCA Methods for Intermediate CFL Japanese Students -- Pedagogy for the Digital Infants: Perspectives on Multimedia Production as Teaching Method -- Effects of interactive e-books based on graduated-prompting strategies to enhance self-efficacy of medical radiologic technologists -- Enhancing Mathematics Learning Outcomes through a Flipped Classroom Grouping Mechanism Informed by Self-study Habits: Utilizing iPad Screen Time Data -- The Implication of Project-Based Learning with CDIO, and Team Teaching on Business-Management Course -- How can we set up eye trackers in a real classroom? Using Mobile Eye Trackers to Record Learners' Visual Attention during Learning Statistical Graphs with Different Complex Levels -- Are our students ready? Students' online learning readiness in higher education post-Covid Era -- Online Learning Modelfor Graduate Level to Support COVID-19 Pandemic -- Using Massive Open Online Courses (MOOCs) to create learning spaces for quality lifelong learning for all communities through engaged scholarship (ES) -- Applying Experiential Learning to Deliver Industry-ready Business Analysts -- A Lecturer's perception of Blackboard support for Collaborative Learning -- Two experiences of including critical thinking in Mathematics courses -- Design Science Research in Information Systems as Educational Technology in Teaching and Learning Environments: A Systematic Literature Review -- Engaging Company Employees in Critical Thinking through Game-Based Learning: A Qualitative Study -- Learning Effectiveness of Nursing Students in OSCE Video Segmentation Combined with Digital Scoring -- STEM/STEAM Education -- Exploring the Learning Efficacy of Students' STEM Education from the Process of Hands-on Practical Experience -- Learning Analytics Based on Streamed LogData from a Course in Logic -- The Effect of Chatbot Use on Students' Expectations and Achievement in STEM Flipped Learning Activities: A Pilot Study -- Students' Patterns of Interaction with E-Books in Estonian Basic Schools: A Sequence Analysis Study -- Cultivating creativity of high school students in cross-cultural learning project based on VR technology -- Creating an Engaging and Immersive Environmental, Social, and Governance Learning Experience through the Metaverse -- The influence of emotion in STEM activity based on Virtual Reality learning environment -- Developing an Immersive Virtual Reality-Assisted Learning System to Support Scanning Electron Microscopy Learning Activities -- Systematic literature review of the use of Virtual Reality in the inclusion of children with Autism Spectrum Disorders (ASD) -- Application and Design of Innovative Learning Software -- Tablet-Based Design Fluency Test: Taiwan Normative Data and Reliability and Validity Study -- The Openstudy Academy that Stimulates the Energy of Digital Learning for the Disabled Students -- Empowering Learner-Centered Instruction: Integrating ChatGPT Python API and Tinker Learning for Enhanced Creativity and Problem-Solving Skills -- The Impact of AI Chatbot-based Learning on Students' Motivation in English Writing Classroom -- TAM Application in Investigating the Learning Behavior of FinTech Practitioners towards Internet-only Bank during the COVID-19 Lockdown: A Case Study of LINE Bank -- An Analysis of Student Perceptions of Computational Thinking in Writing Classes -- The Effect of Makey Makey Combined with Tangible Learning on Marine Conservation Outcomes with Attitude, and Learning Satisfaction of Rural Elementary School Students -- A Study of Virtual Skills Training on Students' Perceptions of Sense of Ownership and Sense of Agency -- Enhancing English Writing Skills through Rubric-Referenced Peer Feedback and Computational Thinking: A Pilot Study -- The research of elementary school students apply engineering design thinking to Scratch programming on social sustainability -- The Effects of Prior Knowledge on Satisfaction and Learning Effectiveness in Using an English Vocabulary Learning System -- Robot-Assisted Language Learning: A Case Study on Interdisciplinary Collaboration Design and Development Process -- Exploring the Effect of Educational Games Console Programming with Task Scaffolding on Students' Learning Achievement -- Metacognitive-based collaborative programming: a novel approach to enhance learning performance in programming courses -- Facial AI and Data Mining-Based Testing System in the Post-Pandemic Era.
This book constitutes the refereed proceedings of the 6th International Conference on Innovative Technologies and Learning, ICITL 2023, held in Porto, Portugal, during August 28-30, 2023. The 64 full papers included in this book were carefully reviewed and selected from 147 submissions. They cover a wide range of many different research topics, such as: artificial intelligence in education; computational thinking in education; design and framework of learning systems; pedagogies to innovative technologies and learning; STEM/STEAM education; VR/AR/MR/XR in education; and application and design of innovative learning software.
9783031401138
10.1007/978-3-031-40113-8 doi
Education--Data processing.
Computers and Education.
LB1028.43-1028.75
371,334
Artificial Intelligence in Education -- Intelligent (Musical) Tutoring System: The Strategic Sense for Deep Learning? -- Nurturing Artificial Intelligence Literacy in Students with Diverse Cultural Backgrounds -- The Course of Precision Measurements from the Incorporation of Precision Machinery and Artificial Intelligence and the Learning Effects of its Learning Materials -- Concerns about Using ChatGPT in Education -- Comparing Handwriting fluency in English Language Teaching using Computer Vision Techniques -- Redefining Customer Service Education in Taiwan's Convenience Store Sector: Implementing an AI-Driven Experiential Training Approach -- The combination of recognition technology and artificial intelligence for questioning and clarification mechanisms to facilitate meaningful EFL writing in authentic contexts -- Solving the self-regulated learning problem: Exploring the performance of ChatGPT in mathematics -- Opportunities and challenges for AI-assisted qualitative data analysis: An example from collaborative problem-solving discourse data -- Computational Thinking in Education -- Exploring the development of a teaching model based on the TPACK framework -- Cultivating Data Analyst Skills and Mindfulness in Higher Education -- Students Learning Performance and Engagement in a Visual Programming Environment -- Applying Computational Thinking and Formative Assessment to Enhance the Learning Performance of Students in Virtual Programming Language -- Design and Framework of Learning Systems -- FLINK: An Educator's Tool for Linking Inaccurate Student Records -- Intercultural collaborative teaching and learning in online environments - e-quality in global media education case study -- The impact of hands-on activities integrating design thinking on the creative self-efficacy and learning performance of junior high school students: A Case of Producing Solar Battery Charger -- Key Principles Pertinent to User Experience Design for Conversational User Interfaces: A Conceptual Learning Model -- Integrating a Chatbot and the Concepts of Grit and Growth Mindset into a Mobile Game-based Learning System -- A Guiding Cooperative Learning Approach in Mobile Learning Environments -- The Designing Framework of Simulation Flipped Classroom to Enhance Analytical Thinking on the Topic of the Nervous System for Grade 11 Students -- Pedagogies to Innovative Technologies and Learning -- Learning processes and Digital Transformation -- Flipped Classroom Method in Higher Education: A case of Kazakhstan -- Combining the AISAS model and online collaborative learning features to examine learners' we-intention to use health-related applications -- Building a Telecollaborative Community of Practice among Pre-Service English Teachers, In-Service Teachers, and International-School Teachers -- A Pilot Study of Preservice Teachers Accepting and Using Chatbots to Enhance CFL Education -- Enhancing Phonetics Learning in Online Language Courses: A Counterbalanced Study on CLD and SCA Methods for Intermediate CFL Japanese Students -- Pedagogy for the Digital Infants: Perspectives on Multimedia Production as Teaching Method -- Effects of interactive e-books based on graduated-prompting strategies to enhance self-efficacy of medical radiologic technologists -- Enhancing Mathematics Learning Outcomes through a Flipped Classroom Grouping Mechanism Informed by Self-study Habits: Utilizing iPad Screen Time Data -- The Implication of Project-Based Learning with CDIO, and Team Teaching on Business-Management Course -- How can we set up eye trackers in a real classroom? Using Mobile Eye Trackers to Record Learners' Visual Attention during Learning Statistical Graphs with Different Complex Levels -- Are our students ready? Students' online learning readiness in higher education post-Covid Era -- Online Learning Modelfor Graduate Level to Support COVID-19 Pandemic -- Using Massive Open Online Courses (MOOCs) to create learning spaces for quality lifelong learning for all communities through engaged scholarship (ES) -- Applying Experiential Learning to Deliver Industry-ready Business Analysts -- A Lecturer's perception of Blackboard support for Collaborative Learning -- Two experiences of including critical thinking in Mathematics courses -- Design Science Research in Information Systems as Educational Technology in Teaching and Learning Environments: A Systematic Literature Review -- Engaging Company Employees in Critical Thinking through Game-Based Learning: A Qualitative Study -- Learning Effectiveness of Nursing Students in OSCE Video Segmentation Combined with Digital Scoring -- STEM/STEAM Education -- Exploring the Learning Efficacy of Students' STEM Education from the Process of Hands-on Practical Experience -- Learning Analytics Based on Streamed LogData from a Course in Logic -- The Effect of Chatbot Use on Students' Expectations and Achievement in STEM Flipped Learning Activities: A Pilot Study -- Students' Patterns of Interaction with E-Books in Estonian Basic Schools: A Sequence Analysis Study -- Cultivating creativity of high school students in cross-cultural learning project based on VR technology -- Creating an Engaging and Immersive Environmental, Social, and Governance Learning Experience through the Metaverse -- The influence of emotion in STEM activity based on Virtual Reality learning environment -- Developing an Immersive Virtual Reality-Assisted Learning System to Support Scanning Electron Microscopy Learning Activities -- Systematic literature review of the use of Virtual Reality in the inclusion of children with Autism Spectrum Disorders (ASD) -- Application and Design of Innovative Learning Software -- Tablet-Based Design Fluency Test: Taiwan Normative Data and Reliability and Validity Study -- The Openstudy Academy that Stimulates the Energy of Digital Learning for the Disabled Students -- Empowering Learner-Centered Instruction: Integrating ChatGPT Python API and Tinker Learning for Enhanced Creativity and Problem-Solving Skills -- The Impact of AI Chatbot-based Learning on Students' Motivation in English Writing Classroom -- TAM Application in Investigating the Learning Behavior of FinTech Practitioners towards Internet-only Bank during the COVID-19 Lockdown: A Case Study of LINE Bank -- An Analysis of Student Perceptions of Computational Thinking in Writing Classes -- The Effect of Makey Makey Combined with Tangible Learning on Marine Conservation Outcomes with Attitude, and Learning Satisfaction of Rural Elementary School Students -- A Study of Virtual Skills Training on Students' Perceptions of Sense of Ownership and Sense of Agency -- Enhancing English Writing Skills through Rubric-Referenced Peer Feedback and Computational Thinking: A Pilot Study -- The research of elementary school students apply engineering design thinking to Scratch programming on social sustainability -- The Effects of Prior Knowledge on Satisfaction and Learning Effectiveness in Using an English Vocabulary Learning System -- Robot-Assisted Language Learning: A Case Study on Interdisciplinary Collaboration Design and Development Process -- Exploring the Effect of Educational Games Console Programming with Task Scaffolding on Students' Learning Achievement -- Metacognitive-based collaborative programming: a novel approach to enhance learning performance in programming courses -- Facial AI and Data Mining-Based Testing System in the Post-Pandemic Era.
This book constitutes the refereed proceedings of the 6th International Conference on Innovative Technologies and Learning, ICITL 2023, held in Porto, Portugal, during August 28-30, 2023. The 64 full papers included in this book were carefully reviewed and selected from 147 submissions. They cover a wide range of many different research topics, such as: artificial intelligence in education; computational thinking in education; design and framework of learning systems; pedagogies to innovative technologies and learning; STEM/STEAM education; VR/AR/MR/XR in education; and application and design of innovative learning software.
9783031401138
10.1007/978-3-031-40113-8 doi
Education--Data processing.
Computers and Education.
LB1028.43-1028.75
371,334