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E-raamat: Innovative Technologies and Learning: 7th International Conference, ICITL 2024, Tartu, Estonia, August 14-16, 2024, Proceedings, Part II

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The two-volume set LNCS 14785 and 14786 constitutes the refereed conference proceedings of the 7th International Conference on Innovative Technologies and Learning, ICITL 2024, Tartu, Estonia, during August 14 -16, 2024. 





The 60 full papers included in this book were carefully reviewed and selected from 131 submissions. They were organized in topical sections as follows:





Part One : Artificial Intelligence in Education; Computational Thinking in Education; Design and Framework of Learning Systems and Pedagogies to Innovative Technologies and Learning.





Part Two : STEM/STEAM Education; VR/AR/MR/XR in Education; and Application and Design of Generative Artificial Intelligence in Education.
.- STEM/STEAM Education.



.- The Relationship between Research Productivity and Teaching
Effectiveness.



.- Teaching Postgraduate Students User Experience Evaluation Through Eye
Tracking Technology: An Experiential Learning Approach.



.- Exploring the Impact of Digital Building Blocks on Spatial Self-Efficacy
in Adults of Different Genders.



.- A study on elementary school students in the middle grades using mBot
robot cars explore local communities in an interdisciplinary curriculum.



.- Play My Math: Second development cycle of an EdTech tool supporting the
teaching and learning of fractions through music in algebraic notation.



.- Virtual Game on Everyday Statistics.



.- VR/AR/MR/XR in Education.



.- Immersive Learning Environments: Fostering Self-Directed Learning in
Junior High School Students through Virtual Tours.



.- Designing an AR e-book to support STEAM education.



.- Applying the POEC Teaching Strategy to Virtual Reality Teaching
Activities: A Case Study.



.- The Empirical Research on the Impact of Applying VR Technology to
Students' Skill Learning in Machining Processing Courses on Questionnaire
Evaluation.



.- Creating a virtual and physical learning environment for business
management students - integrating AR and STEM teaching strategies.



.- Effects of an Augmented Reality University Drug Prevention Board Game on
University Students' Gaming Anxiety and Flow Experience.



.- Exploring Virtual Collaboration Platforms for Product Design Courses: A
Preliminary Evaluation Study.



.- The impact of feedback mechanism in VR learning environment.



.- Application and Design of Generative Artificial Intelligence in
Education.



.- Students Perceptions of Study Efficacy, Effectiveness, and Efficiency:
Effects of Voice assistant Use.



.- Bridging Literature and Code: Empowering Students to Explore Digital
Humanities through Generative AI.



.- Enhancing Python Learning through Retrieval-Augmented Generation: A
Theoretical and Applied Innovation in Generative AI Education.



.- Use of taxonomy in planning teaching activities in higher education.



.- The Impact of Integrating AI Chatbots and Microlearning into Flipped
Classrooms: Enhancing Students' Motivation and Higher-Order Thinking Skills.



.- GAI-assisted personal discussion process analysis.



.- Enhancing Engagement and Motivation in English Writing through AI: The
Impact of ChatGPT-Supported Collaborative Learning.



.- Designing Social Robots for Learning: HRI Participatory Design Workshop.



.- Investigating the driving factors of the use of generative AI among
college students.



.- AI in Teacher Education: Introductory Training for PreService Teachers
involving Microsoft Copilot.



.- Bridging STEM Education and Ubiquitous Learning: A Case Study on
Developing a LINE Chatbot with Google's Gemini for Virtual Peer
Collaboration.



.- Leveraging OpenAI API for Developing a Monopoly Game-Inspired Educational
Tool Fostering Collaborative Learning and Self-Efficacy.