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Showing 1 - 3 of
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Artificial Intelligence in Education - 21st International Conference, AIED 2020, Ifrane, Morocco, July 6-10, 2020, Proceedings, Part I (Paperback, 1st ed. 2020)
Ig Ibert Bittencourt, Mutlu Cukurova, Kasia Muldner, Rose Luckin, Eva Millan
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R3,583
Discovery Miles 35 830
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Ships in 10 - 15 working days
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This two-volume set LNAI 12163 and 12164 constitutes the refereed
proceedings of the 21th International Conference on Artificial
Intelligence in Education, AIED 2020, held in Ifrane, Morocco, in
July 2020.*The 49 full papers presented together with 66 short, 4
industry & innovation, 4 doctoral consortium, and 4 workshop
papers were carefully reviewed and selected from 214 submissions.
The conference provides opportunities for the cross-fertilization
of approaches, techniques and ideas from the many fields that
comprise AIED, including computer science, cognitive and learning
sciences, education, game design, psychology, sociology,
linguistics as well as many domain-specific areas. *The conference
was held virtually due to the COVID-19 pandemic.
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Higher Education for All. From Challenges to Novel Technology-Enhanced Solutions - First International Workshop on Social, Semantic, Adaptive and Gamification Techniques and Technologies for Distance Learning, HEFA 2017, Maceio, Brazil, March 20-24, 2017, Revised Selected Papers (Paperback, 1st ed. 2018)
Alexandra I. Cristea, Ig Ibert Bittencourt, Fernanda Lima
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R2,182
Discovery Miles 21 820
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Ships in 10 - 15 working days
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This book constitutes the thoroughly refereed proceedings of the
Researcher Links Workshop: Higher Education for All, held in
Maceio, Brazil, in March 2017. The 12 full papers presented were
carefully reviewed and selected from 31 submissions. The papers
deal with a large spectrum of topics, including higher education,
technology-enhanced solutions, user modelling, user grouping,
gamification, educational games, MOOCs, e-learning, open
educational resources, collaborative learning, student modelling,
serious games, language analysis.
This book introduces and explores the field of tailored gamified
educational technologies. Providing a theoretical overview of the
domain, including a number of related psychological and educational
theories along with a complete state-of-the-art analysis on this
topic, it presents an approach and architecture to tailor these
systems to students' gamer type and age.
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