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E-raamat: Psychology, Learning, Technology: Second International Conference, PLT 2022, Foggia, Italy, November 17-18, 2022, Revised Selected Papers

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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.
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.