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· 분류 : 외국도서 > 교육/자료 > 교육 > 컴퓨터/기술
· ISBN : 9789811373602
· 쪽수 : 298쪽
· 출판일 : 2019-06-05
목차
1. Project-based Learning for Statistical Literacy: A Gamification Approach.- 2. User Expectations and Experiences in Using Location-Based Serious Game in Educational Context.- 3. Enhancing the Learning of History through VR: The Thirteen Factories Icube Experience.- 4. Mapping the Challenges of Outdoor Learning for Both Students and Teachers.- 5. Learning Analytics Features for Improving Collaborative Writing Practices: Insights into the Students’ Perspective.- 6. Student Behavior Changes in Estonia Revealed by e-Learning Technology.- 7. Quality Management Through Curriculum Analytics, Pedagogical and Course Innovation.- 8. Estonian In-service Teachers’ and Pre-service Teachers’ Assessments of Content, Pedagogy and Technology Knowledge, Based on the TPACK Framework.- 9. Computational Pedagogy: Thinking, Participation, Reflection.- 10. Creating Multimedia Learning Materials for Improved Teacher Training.- 11. Code ABC Hachathons: Teachers as Tinkerers.- 12. Innovative and Flexible Approaches to Teaching and Learning with ICT.- 13. Microlearning for Macro Outcomes: Students’ Perceptions of Telegram as a Microlearning Tool.- 14. The Impact of Educational Robotics on Mathematics Learning Outcomes in Basic Education.- 15. Training Incident Commander’s Situational Awareness - A Discussion of How Simulation Software Facilitate Learning.- 16. Cross-innovation - Innovations in the Intersection of the Audiovisual and Education Sectors.- 17. Educational Use of Facebook: A Comparison of Worldwide Examples and Turkish Context.- 18. Indicators Related to the Educational Application of ePortfolios.















