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Research on E-Learning and ICT in Education: Technological, Pedagogical and Instructional Perspectives [Kõva köide]

  • Formaat: Hardback, 258 pages, kõrgus x laius: 235x155 mm, 30 Illustrations, color; 14 Illustrations, black and white; VIII, 258 p. 44 illus., 30 illus. in color., 1 Hardback
  • Ilmumisaeg: 16-Oct-2025
  • Kirjastus: Springer International Publishing AG
  • ISBN-10: 3031999606
  • ISBN-13: 9783031999604
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  • Formaat: Hardback, 258 pages, kõrgus x laius: 235x155 mm, 30 Illustrations, color; 14 Illustrations, black and white; VIII, 258 p. 44 illus., 30 illus. in color., 1 Hardback
  • Ilmumisaeg: 16-Oct-2025
  • Kirjastus: Springer International Publishing AG
  • ISBN-10: 3031999606
  • ISBN-13: 9783031999604

This edited book features chapters from the 13th Pan-Hellenic and International Conference “ICT in Education,” Kavala, Greece, 2022. It examines how Information and Communication Technologies (ICT) are transforming education, focusing on technical, pedagogical, organizational, instructional, and policy aspects. A key emphasis is on applied research and how ICT tools enhance teaching and learning outcomes. The book highlights trends in e-learning and digital education, including curriculum design, learning environments, and teacher development. It also addresses instructional design, media selection, and engaging learning experiences. What distinguishes this volume is its focus on recent advancements, including insights from EU-funded international research. The chapters reflect the state of the art in educational technology, offering practical applications and the latest developments. This book is ideal for educators, policymakers, and researchers in pedagogy, informatics, educational technology, and teacher education.

Part I: Teacher Education, Digital Competence, and Pedagogical
Practices.
Chapter 1: Investigating Greek Teachers Training Needs in Digital
Competence: Validation of the DigCompEdu Check-In Scale Using Structural
Equation Modeling.
Chapter 2: Teachers beliefs and pedagogical thinking
about flipped learning.
Chapter 3: Computational Thinking in Early Childhood
Education. Significance, approaches and challenges ahead.
Chapter 4: Teaching
Fractions to Third-Grade Students Using Enriched Books A Case Study.
Chapter 5: Directed AI: the future of AI for instructional design.
Chapter 6:
TSM-SGP: Taxonomy of Support Methods in Serious Games for Programming.
Chapter 7: Serious Games design for Higher Education: Aligning Blooms
Taxonomy, Cognitive Theory of Multimedia Learning, and Gamification for
effective learning.
Chapter 8: Insights from Pre-Service Teachers Designing
Location-Based Game. Part II: Inclusive and Immersive Technologies in
Education.
Chapter 9: Augmented Reality Affordances in Physics Education for
Students with Intellectual Disabilities.
Chapter 10: Enhancing Participation
of Students with Autism in Inclusive Educational Robotics: An Action
Research.
Chapter 11: Augmented reality educational games for disaster
management and preparedness. The case of Virtual School.
Ioannis Kazanidis is Assistant Professor in the Department of Informatics and Director of the international masters program in immersive technologies at the Democritus University of Thrace, Greece. He is a founding member of the International Association for Blended Learning (IABL). His research interests mainly focus on Educational Technology and on the adoption of innovations in different fields of study such as educational technology, e-learning, AR/VR in education, mixed reality environments, learning analytics, and tangible user interfaces.



Tsinakos Avgoustos is Professor and Director of Advanced Educational Technologies and Mobile Applications (AETMA) Lab in the Department of Informatics at Democritus University of Thrace, Greece. He has been Coordinator (or member of the Coordination Team) in over 32 programs related to Immersive Technologies, Distance Education, and Technology Enhanced Learning. He collaborates scientifically with several Universities in USA, Spain, Canada, the Netherlands, and China but also with government bodies such as the Prosecution of Electronic Crime in Greece.