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Learning Technologies and Systems: 21st International Conference on Web-Based Learning, ICWL 2022, and 7th International Symposium on Emerging Technologies for Education, SETE 2022, Tenerife, Spain, November 2123, 2022, Revised Selected Papers 1st ed. 2023 [Mīkstie vāki]

  • Formāts: Paperback / softback, 537 pages, height x width: 235x155 mm, weight: 854 g, 149 Illustrations, color; 48 Illustrations, black and white; XXII, 537 p. 197 illus., 149 illus. in color., 1 Paperback / softback
  • Sērija : Lecture Notes in Computer Science 13869
  • Izdošanas datums: 26-May-2023
  • Izdevniecība: Springer International Publishing AG
  • ISBN-10: 3031330226
  • ISBN-13: 9783031330223
  • Mīkstie vāki
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  • Formāts: Paperback / softback, 537 pages, height x width: 235x155 mm, weight: 854 g, 149 Illustrations, color; 48 Illustrations, black and white; XXII, 537 p. 197 illus., 149 illus. in color., 1 Paperback / softback
  • Sērija : Lecture Notes in Computer Science 13869
  • Izdošanas datums: 26-May-2023
  • Izdevniecība: Springer International Publishing AG
  • ISBN-10: 3031330226
  • ISBN-13: 9783031330223

This book constitutes the refereed conference proceedings of the 21st International Conference on Web-Based Learning, ICWL 2022 and 7th International Symposium on Emerging Technologies for Education, SETE 2022, held in Tenerife, Spain in November 21–23, 2022.


The 45 full papers and 5 short papers included in this book were carefully reviewed and selected from 82 submissions. The topics proposed in the ICWL&SETE Call for Papers included several relevant issues, ranging from Semantic Web for E-Learning, through Learning Analytics, Computer-Supported Collaborative Learning, Assessment, Pedagogical Issues, E-learning Platforms, and Tools, to Mobile Learning.

In addition to regular papers, ICWL&SETE 2022 also featured a set of special workshops and tracks:

    The 5th International Workshop on Educational Technology for Language Learning (ETLL 2022), 
  • The 6th International Symposium on User Modeling and Language Learning (UMLL 2022), Digitalization in Language and Cross-Cultural Education, 
  • First Workshop on Hardware and software systems as enablers for lifelong learning (HASSELL).

ICWL
2022. International Conference on Web-based Learning.- Digital
Divide, Local and Global? Surveying Augmented Reality Educational Usage in
Europe and South America.- Gamifying Experiential Learning Theory.- The
Learning Analytics System that improves the teaching-learning experience of
MOOC instructors and students.- Intelligent Instructional Design via
Interactive Knowledge Graph Editing.- A two-step process for analysing
teachers behaviors using a scenario-based platform.- New digital tools to
teach soft skills and sustainability for the labor market: gamification as a
tool for competency acquisition in realistic contexts.- Pocket English Master
Language Learning with Reinforcement Learning, Augmented Reality and
Artificial Intelligence.- : The design of an adaptive tool supporting
formative assessment in data science courses.- Serious games for social
problems.- Contextual Ontology-based Feature Selection for
Teachers.- Automated Assessment in Computer Science: A Bibliometric Analysis
of the Literature.- Can Educators Develop Digital Role-Playing
Games?.- Constructing Low-Redundant and High-Accuracy Knowledge Graphs for
Education.- Extracting the Language of the Need for Urgent Intervention in
MOOCs by Analysing Text Posts.- Challenges in the Implementation of Web Based
Digital Content Repository for Teachers in Bulgaria.- Providing Meaningful
Digital Competence Assessment Feedback for Supporting Teachers Professional
Development.- An Intelligent Chatbot Supporting Students in Massive Open
Online courses.- Using a MOOC to Train Teachers to Design and Deliver
MOOCs.- Designing a Game-Based Learning Environment for College students
campus learning.- Towards a Metaverse of Knowledge: A Constructivist
Proposition on Immersive Learning and Visual Literacy.- SETE
2022.
International Symposium on Emerging Technologies for Education.- Acceptance
evaluation of a serious game to address gender stereotypes in
Mexico.- Learning experience design with Maker Education.- Mobile English
Learning: A Meta-analysis.- 360° Tour as an Interactive Tool for Virtual
Laboratories: A Proposal.- Wearable Devices for Smart Education Based on
Sensing Data: Methods and Applications.- The Use of Verbs in International
Chinese Language Education.- A tangible learning application from the 3D
printer for the practical teaching of meat cutting in inclusive vocational
education.- A New World of Open Space: Reflections and Perspectives of
Chinese scholars on the digital transformation of education and future
education research.- Game-based co-creation method for children and
adolescents with medical complex disease.- A Deep Learning System to Help
Students Build Concept Maps.- Flexible heuristics for supporting
recommendations within an AI platform aimed at non-expert users.- The 5th
International Workshop on Educational Technology for Language Learning (ETLL
2022).- Grammatical Strategies for Clause Combining and the Acquisition by
Chinese EFL Learners.- Corpus-Based Sociolinguistic Study of Undergraduate
English Writing and Its Implications for Business English Teaching.- Learner
Portrait in Hybrid English Listening and Speaking Courses.- Conceptualizing a
Gamified Flipped Model for English as Second-Language Classes in Secondary
Schools: A Comparative Study between Different Age Groups.- Using Video
Dubbing to Foster EFL College Students' English News Broadcasting
Ability.- The 6th International Symposium on User Modeling and Language
Learning (UMLL 2022).- Exploring Learning Engagement of Higher Vocational
College Students in MALL.- Flipped data science classrooms with peer
instruction and just-in-time teaching: students perceptions and learning
experiences.- Using vicarious learning feedback videos as self-directed
learning resources in a LMOOC context.- Blended Learning Approach in English
Teaching: Effectiveness and Challenges.- Digitalization in Language and
Cross-Cultural Education.- The Structure of Motivation in Online Translation
Learning and the Role of L2 Motivation Self System.- Transediting of
Childrens Literature in the Age of Technology.- A Study on Knowledge Network
Acceptability Facilitated by a Computer-Aided Translation Learning
Platform.- On the Design of Computer-Aided Translation Teaching.- The
Visualizing and Transferring of Communicative Rhetorical Modelling in Active
Reading-Writing Teaching Based on Cognitive Apprenticeship: Case Analyses
Facilitated by Rain-classroom and Pigai.org.- An Empirical Study on
Knowledge-Network-Based Translation Learning.-  Designing Blended Learning
Model for Medical English Course Based on POA.- Application of the Formative
Assessment Model in College English Course Assisted byDigital
Platforms---Taking HFUT as an Example.- Translation Skills Training Through
In-Depth Analysis: With Special Reference to Online Self-Learning on
Textwells.- 1st Workshop on Hardware and software systems as enablers for
lifelong learning (HASSELL).- A Theoretical Framework for Computer Vision
Learning Environment.