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Innovative Technologies and Learning: 4th International Conference, ICITL 2021, Virtual Event, November 29 December 1, 2021, Proceedings 1st ed. 2021 [Pehme köide]

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  • Formaat: Paperback / softback, 602 pages, kõrgus x laius: 235x155 mm, kaal: 937 g, 166 Illustrations, color; 21 Illustrations, black and white; XVI, 602 p. 187 illus., 166 illus. in color., 1 Paperback / softback
  • Sari: Information Systems and Applications, incl. Internet/Web, and HCI 13117
  • Ilmumisaeg: 24-Nov-2021
  • Kirjastus: Springer Nature Switzerland AG
  • ISBN-10: 3030915395
  • ISBN-13: 9783030915391
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  • Formaat: Paperback / softback, 602 pages, kõrgus x laius: 235x155 mm, kaal: 937 g, 166 Illustrations, color; 21 Illustrations, black and white; XVI, 602 p. 187 illus., 166 illus. in color., 1 Paperback / softback
  • Sari: Information Systems and Applications, incl. Internet/Web, and HCI 13117
  • Ilmumisaeg: 24-Nov-2021
  • Kirjastus: Springer Nature Switzerland AG
  • ISBN-10: 3030915395
  • ISBN-13: 9783030915391
This book constitutes the refereed proceedings of the 4th International Conference on Innovative Technologies and Learning, ICITL 2021, held in November/December 2021. Due to COVID-19 pandemic the conference was held virtually.

The 59 full papers presented together with 2 short papers were carefully reviewed and selected from 110 submissions. The papers are organized in the following topical sections: Artificial Intelligence in Education; Augmented, Virtual and Mixed Reality in Education; Computational Thinking in Education; Design Framework and Model for Innovative learning; Education Practice Issues and Trends; Educational Gamification and Game-based Learning; Innovative Technologies and Pedagogies Enhanced Learning; Multimedia Technology Enhanced Learning; Online Course and Web-Based Environment; and Science, Technology, Engineering, Arts and Design, and Mathematics.

Artificial Intelligence in Education.- sign Framework and Model for Innovative learning.- Education Practice Issues and Trends.- Educational Gamification and Game-based Learning.-nnovative Technologies and Pedagogies Enhanced Learning.- Multimedia Technology Enhanced Learning.- Online Course and Web-Based Environment; and Science.- Technology, Engineering, Arts and Design, and Mathematics.