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Proceedings TEEM 2022: Tenth International Conference on Technological Ecosystems for Enhancing Multiculturality

Salamanca, Spain, October 19-21, 2022

Medium: Buch
ISBN: 978-981-99-0941-4
Verlag: Springer Nature Singapore
Erscheinungstermin: 04.05.2023
Lieferfrist: bis zu 10 Tage

This TEEM 2022 Conference (International Conference on Technological Ecosystems for Enhancing Multiculturality) Proceedings reflects the most outstanding advances, with a multidisciplinary perspective, in the technological ecosystems that support the Knowledge Society building and development. With its learning technology-based focus using a transversal approach, TEEM is divided into thematic and highly cohesive tracks, each of which is oriented to a specific community of interest, including researchers, professionals and students. Informatics and Education are the central issues in the conference tracks, including broad-scope research areas, such as Educational Assessment and Orientation, Human-Computer Interaction, eLearning, Computers in Education, Communication Media and Education, Medicine and Education, Learning Analytics, Engineering Education, Robotics in Education, Diversity in Education, Gamification and Games for Learning. 


Produkteigenschaften


  • Artikelnummer: 9789819909414
  • Medium: Buch
  • ISBN: 978-981-99-0941-4
  • Verlag: Springer Nature Singapore
  • Erscheinungstermin: 04.05.2023
  • Sprache(n): Englisch
  • Auflage: 2023
  • Serie: Lecture Notes in Educational Technology
  • Produktform: Gebunden
  • Gewicht: 2500 g
  • Seiten: 1390
  • Format (B x H x T): 160 x 241 x 89 mm
  • Ausgabetyp: Kein, Unbekannt
Autoren/Hrsg.

Herausgeber

Computational thinking and robotics in education.- Engineering Education: Teachers’ and Students’ Competences Recent Developments.- Technological Applications in Medical Training and Practice.- Implementation of Qualitative and Mixed Methods Researches.- Bridging the diversity gap in STEM.- Lab-based Education in STEM.- Identity, technology and education. Identity construction processes in hyperconnected ecosystems.- Gamification and Games for Learning (GAMILEARN).- Smart Learning.