Research on e-Learning and ICT in Education : Technological, Pedagogical and Instructional Perspectives.Material type: TextSeries: eBooks on DemandPublisher: Cham : Springer, 2018Copyright date: ©2018Description: 1 online resource (410 pages)Content type: text Media type: computer Carrier type: online resourceISBN: 9783319950594Subject(s): Education-Data processing-Study and teaching | Computer-assisted instruction | Internet in education | Educational technologyGenre/Form: Electronic books.Additional physical formats: Print version:: Research on e-Learning and ICT in Education : Technological, Pedagogical and Instructional PerspectivesDDC classification: 371.334 LOC classification: L1-991Online resources: Click here to view this ebook.
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Intro -- Introduction -- Approaches to Education -- Interventions in the Teaching Process -- Contents -- Chapter 1: The Feasibility and Interest of Monitoring the Cognitive and Affective States of Groups of Co-learners in Real Time as They Learn -- Introduction -- Regulating a Collaborative Learning Interaction: Self-regulation, Co-regulation, and Shared Regulation -- Toward Multilevel Temporal Causality in the Modeling of Learning Interactions -- Adding a Neuroscience Perspective in the Modeling of Learning Interactions in Collaborative Learning -- Psychophysiological Measurement During Collaborative Learning Interactions -- Brain Imaging -- Eye-Tracking -- Psychophysiological Indexes -- Psychophysiological Measurement Related to Monitoring and Regulation of Affective and Cognitive Aspects of Learning Interactions -- Brain Imaging -- Eye Tracking -- Psychophysiological Indexes -- Conclusion: Expected Outcomes -- References -- Chapter 2: An Ensemble-Based Semi-Supervised Approach for Predicting Students' Performance -- Introduction -- A Review of Semi-supervised Machine Learning Algorithms -- Self-Training -- Co-training -- Tri-training -- Literature Review on Educational Data Mining -- Proposed Methodology -- Data Collection and Preparation -- The Proposed Ensemble-Based Semi-supervised Classifier -- Experimental Results -- Conclusions -- References -- Chapter 3: How Do Transformational Principals View ICT as a Means for Promoting Educational Innovations? A Descriptive Case Study Focusing on Twenty-First Century Skills -- Introduction -- Theoretical Framework -- Transformational Leadership -- Educational Innovation -- Critical Thinking and Problem Solving -- Learning to Learn, Metacognition -- Collaboration (Teamwork) -- Flexibility and Adaptability -- Communication -- Creativity and Innovation -- Information and ICT Literacy.
Knowledge Building -- Social and Cultural Awareness -- Focus of the Study -- Method -- Sample -- Data Collection -- Analysis -- Deriving a Transformational Leadership Measure -- Deriving a Measure of Principals' Perceptions of 21CS -- Deriving a Measure of the Quality of ICT Use -- Results -- Degree of Transformational Leadership -- Educational Innovation -- Correlations -- ICT Use -- Associations Between Transformational Leadership and Educational Innovation with ICT Use -- Discussion -- Conclusion -- Appendix -- Demographic Information Questionnaire -- Interview Questions -- References -- Chapter 4: Addressing Creativity in the Collaborative Design of Digital Books for Environmental and Math Education -- Introduction -- Creativity in the Collaborative Design of Digital Educational Resources -- Social Creativity in the Design of the "Climate Change" C-Book -- The Study Context -- Methodological Approach and Research Design of the Study -- Findings -- Discussion: Creativity in the Collaborative Design of the "Climate Change" C-Book -- References -- Chapter 5: Creativity and ICT: Theoretical Approaches and Perspectives in School Education -- Introduction -- Creativity in Education -- Creativity and ICT in Education -- The Potential of ICT Tools in Supporting Creativity -- Examples of Creative Uses of ICT Tools -- The Role of Teachers in Supporting the Development of Creativity in Classrooms -- Teacher Training and Professional Development -- Indicative Methods and Activities for the Development of Creativity in Schools -- A Small-Scale Study in a High School: Students' Views -- Research Objectives -- Sample, Questions, and Procedure -- Results -- Discussion -- References -- Chapter 6: Exploring the Potential of Computer-Based Concept Mapping Under Self- and Collaborative Mode Within Emerging Learning Environments -- Introduction.
Emerging Learning Environments -- Paradigms of Concept Mapping in Learning Environments -- Paradigm 1 -- Paradigm 2 -- Paradigm 3 -- Paradigm 4 -- Paradigm 5 -- A New Hybrid Approach -- The Analysis Framework -- Experimental Implementation -- Findings -- Concluding Remarks and Future Trends -- Concluding Remarks -- Emerging Future -- Fuzzy Logic-Based Modeling of the CM Parameters -- Dynamic Characteristics of QoCM -- Time Perspective -- Reflective Feedback -- Affective Perspective -- References -- Chapter 7: Integrating Free and Open-Source Software in the Classroom: Imprinting Trainee Teachers' Attitudes -- Introduction -- Open Sources and Educational Software -- Methodology: Sample and Data Collection -- Findings -- Improving the Educational Process by Using Educational Software Applications in Order to Achieve the Learning Objectives -- The Use of Educational Software Applications in Education and the Intention to Use Them More -- Awareness of What Free and Open-Source Software Is -- Using Free and Open-Source Software in the Classroom -- What Free and Open-Source Software Do Teachers Use in Their Classroom? -- Teacher's Views About the Impact of Free and Open-Source Software in the Learning Environment -- The Possibility of Exclusive Use of Free and Open-Source Software in Schools and Its Contribution to the School and Family Budget -- Discussion and Conclusions -- References -- Chapter 8: The Use of ICT and the Realistic Mathematics Education for Understanding Simple and Advanced Stereometry Shapes Among University Students -- Theoretical Background -- Research Questions -- Methodology -- Sample -- Research Design -- Measures -- Teaching for Control Group -- Teaching for Experimental Group -- Results -- Evaluate the Effectiveness of BUSSM for General Stereometry Achievement -- Evaluate the Effectiveness of BUSSM for Basic Stereometry Concepts.
Evaluating the Stratification of Students in Basic Stereometry Concepts After the Teaching Intervention According to Their Success in Pretest -- Evaluate the Effectiveness of BUSSM for Advanced Stereometry Concepts -- Evaluating the Stratification of Students in Advanced Stereometry Concepts After the Teaching Intervention According to Their Success in Pretest -- Discussion -- References -- Chapter 9: Integration of Technologies in Higher Education: Teachers' Needs and Expectations at UTAD -- Introduction -- Research Design -- UTAD Institutional Context -- Data Collection -- Findings -- Current Use of ICT Tools -- Attitudes Regarding the Use of ICT Tools to Support Teaching -- Perceived Self-Trust in the Use of ICT Tools -- Current Needs and Expectations for ICT Adoption -- Conclusions -- References -- Chapter 10: Hostage of the Software: Experiences in Teaching Inferential Statistics to Undergraduate Human-Computer Interaction Students and a Survey of the Literature -- Introduction -- Human-Computer Interaction -- Challenges of Learning Statistics -- Pedagogical Strategies -- Teacher Qualifications -- Learning Resources -- Statistics Software -- Statistical Concepts -- Experimental Design -- A Toolbox Approach to Inferential Statistics -- Conclusions -- References -- Chapter 11: A Software Tool to Evaluate Performance in a Higher Education Institution -- Introduction -- Methodology -- Description of the System -- Data Collection and Classification -- Certifying the Data -- The Calculation -- Use Cases -- Architecture -- Results -- Conclusions -- Future Work -- References -- Chapter 12: The Educational Impacts of Minecraft on Elementary School Students -- Introduction -- Methodology -- Participants -- Data Collection Tools -- Data Analysis Strategies -- Methodological Strengths and Shortcomings -- A Scholastic Program Adapted for Minecraft -- Results.
Examples of Student Work -- What Are the Educational Impacts of Using Minecraft? -- Motivational Benefits for Students -- A Highly Beneficial, Level-Based Structure -- Many Academic Impacts -- Conclusion -- References -- Chapter 13: Demonstrating Online Game Design and Exploitation for Interdisciplinary Teaching in Primary School Through the WeAreEurope Game for EU Citizenship Education -- Introduction -- Theoretical Background -- Digital Game Design: The LiX Framework -- Citizenship Education: The WeAreEurope Framework -- The WeAreEurope Game -- Game Description -- Other Gamification Features -- Learning Activities -- Implementation Guide: Game Deployment -- Compliance with the Framework -- Pilot Testing and First Results -- Discussion -- References -- Chapter 14: Evaluation of an Augmented Reality Game for Environmental Education: "Save Elli, Save the Environment" -- Introduction -- Augmented Reality Games -- Augmented Reality and Environmental Education -- The Game "Save Elli! Save the Environment!" -- Game Design -- Description of the Game -- The ARIS Augmented Reality Platform -- Methodology -- The Sample -- Data Collection -- The Procedure -- Data Analysis -- Results -- Conclusions -- References -- Chapter 15: Mobile Games in Computer Science Education: Current State and Proposal of a Mobile Game Design that Incorporates Physical Activity -- Introduction -- Mobile Games in Computer Science Education -- Location-Based Mobile Games -- Platforms for the Creation of Location-Based Mobile Games -- The Research in Progress: The Proposed Game Design -- Closing Remark -- References -- Chapter 16: Examining Students' Actions While Experimenting with a Blended Combination of Physical Manipulatives and Virtual Manipulatives in Physics -- Introduction -- Theoretical Background -- PM and VM -- Blending PM and VM -- This Study -- Methods -- Sample.
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