{"product_id":"9783031330223","title":"Learning Technologies and Systems (Lecture Notes in Computer Science 13869) (1st ed. 2023. 2023. xxii, 537 S. XXII, 537 p. 197 illus., 149 illus. i)","description":"\u003cp\u003eThis 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.\u003c\/p\u003e\n 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\u0026amp;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.\u003cp\u003e\u003c\/p\u003e\u003cp\u003eIn addition to regular papers, ICWL\u0026amp;SETE 2022 also featured a set of special workshops and tracks:\u003c\/p\u003e\u003cp\u003e \u003c\/p\u003e\u003cul\u003e The 5th International Workshop on Educational Technology for Language Learning (ETLL 2022),  \u003cli\u003eThe 6th International Symposium on User Modeling and Language Learning (UMLL 2022), Digitalization in Language and Cross-Cultural Education, \u003c\/li\u003e \u003cli\u003eFirst Workshop on Hardware and software systems as enablers for lifelong learning (HASSELL).\u003c\/li\u003e \u003c\/ul\u003e\u003cul\u003e \u003c\/ul\u003e\u003cp\u003e\u003c\/p\u003e \u003cb\u003eICWL 2022. International Conference on Web-based Learning\u003c\/b\u003e.- 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 teacher's 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.- \u003cb\u003eSETE 2022. International Symposium on Emerging Technologies for Education\u003c\/b\u003e.- 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.- \u003cb\u003eThe 5th International Workshop on Educational Technology for Language Learning (ETLL 2022)\u003c\/b\u003e.- 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.- \u003cb\u003eThe 6th International Symposium on User Modeling and Language Learning (UMLL 2022)\u003c\/b\u003e.- 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-direct","brand":"SPRINGER, BERLIN; SPRINGER INTERNATIONAL PUBLISHING;","offers":[{"title":"Default Title","offer_id":48848205414635,"sku":"00000_00000_00000_00000","price":183.1,"currency_code":"SGD","in_stock":true}],"url":"https:\/\/kinokuniya.com.sg\/products\/9783031330223","provider":"Books Kinokuniya Singapore","version":"1.0","type":"link"}