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Learning and Collaboration Technologies

Overview of attention for book
Cover of 'Learning and Collaboration Technologies'

Table of Contents

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    Book Overview
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    Chapter 1 An Eye-Tracking Analysis of Spatial Contiguity Effect in Educational Animations
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    Chapter 2 Audio Cues: Can Sound Be Worth a Hundred Words?
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    Chapter 3 Using Augmented Reality Technology in Assisting English Learning for Primary School Students
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    Chapter 4 G-NETS – Gesture-Based Nursing Educational Training Support System
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    Chapter 5 Dual-Coding Strategy for the Chinese Characters Learners: Chinese PCS Editor
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    Chapter 6 Exploring Student Interactions: Learning Analytics Tools for Student Tracking
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    Chapter 7 Assessments of User Centered Design Framework for M-learning Application Development
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    Chapter 8 Design and Evaluation of a Learning Assistant System with Optical Head-Mounted Display (OHMD)
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    Chapter 9 Prediction of Learner Native Language by Writing Error Pattern
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    Chapter 10 An Exploration of Mobile Collaborative Writing Interface Design
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    Chapter 11 A Tablet-Based Lego Mindstorms Programming Environment for Children
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    Chapter 12 Voice-Based Computer Mediated Communication for Individual Practice to Increase Speaking Proficiency: Construction and Pilot Study
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    Chapter 13 Supporting the Development of Computational Thinking: A Robotic Platform Controlled by Smartphone
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    Chapter 14 The Use of Augmented Reality Interfaces for On-site Crisis Preparedness
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    Chapter 15 Design and Implementation of Novel Word Learning System “Überall”
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    Chapter 16 Design Solutions for Interactive Multi-video Multimedia Learning Objects
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    Chapter 17 Automatic Pronunciation Error Detection and Feedback Generation for CALL Applications
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    Chapter 18 Feedback in Computer-Based Concept Mapping Tools: A Short Review
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    Chapter 19 Model for Detecting Student Difficulties in Solving Formative Assessments
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    Chapter 20 Enhancing the Learner’s Performance Analysis Using SMEUS Semantic E-learning System and Business Intelligence Technologies
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    Chapter 21 Creation of Meaningful-Learning and Continuous Evaluation Education System
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    Chapter 22 A Computational Model to Determine Desirability of Events Based on Personality for Performance Motivational Orientation Learners
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    Chapter 23 Recommendation Engine for an Online Drill System
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    Chapter 24 Usability of Educational Technology APIs: Findings and Guidelines
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    Chapter 25 Ontological Design to Support Cognitive Plasticity for Creative Immersive Experience in Computer Aided Learning
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    Chapter 26 The Potential Use of the Flexilevel Test in Providing Personalised Mobile E-Assessments
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    Chapter 27 Supporting Golf Coaching and Swing Instruction with Computer-Based Training Systems
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    Chapter 28 A Student-Centered Hybrid Recommender System to Provide Relevant Learning Objects from Repositories
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    Chapter 29 Adaptive and Personalized Educational Ubiquitous Multi-Agent System Using Context-Awareness Services and Mobile Devices
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    Chapter 30 Math and Motion: A (Coursera) MOOC to Rethink Math Assessment
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    Chapter 31 A Notification and Recommender Mobile App for Educational Online Discussion: A Design Research Approach
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    Chapter 32 Generating Quizzes for History Learning Based on Wikipedia Articles
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    Chapter 33 Construction of Educative Micro-Worlds to Build Students’ Creativity in Terms of Their Own Self-Learning
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    Chapter 34 The Effect of Metaphoric Gestures on Schematic Understanding of Instruction Performed by a Pedagogical Conversational Agent
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    Chapter 35 Designing Pedagogical Agents to Evoke Emotional States in Online Tutoring Investigating the Influence of Animated Characters
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    Chapter 36 Contextualization of Archaeological Findings Using Virtual Worlds. Issues on Design and Implementation of a Multiuser Enabled Virtual Museum
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    Chapter 37 Enhancing the Learning Success of Engineering Students by Virtual Experiments
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    Chapter 38 The Learning Effect of Augmented Reality Training in a Computer-Based Simulation Environment
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    Chapter 39 Virtual Music Teacher for New Music Learners with Optical Music Recognition
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    Chapter 40 The Visual Design and Implementation of an Embodied Conversational Agent in a Shared Decision-Making Context (eCoach)
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    Chapter 41 CyberPLAYce, A Cyber-Physical-Spatial Storytelling Tool: Results from an Empirical Study with 8-10-Year-Old Storytellers
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    Chapter 42 What Do My Colleagues Know? Dealing with Cognitive Complexity in Organizations Through Visualizations
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    Chapter 43 From Formal to Informal 3D Learning. Assesment of Users in the Education
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    Chapter 44 Evolution of the Conversation and Knowledge Acquisition in Social Networks Related to a MOOC Course
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    Chapter 45 CATALYST: Technology-Assisted Collaborative and Experiential Learning for School Students
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    Chapter 46 A Study to Activate Communication by Using SNS on Mobile Phone
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    Chapter 47 Collaborative Tablet PC the System for Self-Active Awareness in a Dormitory Environment
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    Chapter 48 A Knowledge Management System to Classify Social Educational Resources Within a Subject Using Teamwork Techniques
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    Chapter 49 Let’s Play, Video Streams, and the Evolution of New Digital Literacy
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    Chapter 50 Human-Human Interaction Modeling of Trainer
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    Chapter 51 A Platform for Supporting the Development of Mixed Reality Environments for Educational Games
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    Chapter 52 Can Games Motivate Urban Youth for Civic Engagement?
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    Chapter 53 H-Treasure Hunt: A Location and Object-Based Serious Game for Cultural Heritage Learning at a Historic Site
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    Chapter 54 Developing an Educational Game for Art Education - Gesture Recognition-Based Performance Guidance for Mozart’s Opera Magic Flute
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    Chapter 55 Learning and Collaboration Technologies
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    Chapter 56 Gamification in e-Learning Systems: A Conceptual Model to Engage Students and Its Application in an Adaptive e-Learning System
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    Chapter 57 Good Newbie or Poor Newbie? Determinants of Video Game Skill Acquisition at an Early Stage
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    Chapter 58 Inspecting Quality of Games Designed for Learning Programming
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    Chapter 59 E-Learning and Serious Games
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    Chapter 60 Game Rhetoric: Interaction Design Model of Persuasive Learning for Serious Games
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    Chapter 61 Just-in-Case or Just-in-Time Training? – Excerpts from a Doctoral Research Study
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    Chapter 62 Users and Technologies in Education: A Pending Course
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    Chapter 63 Free Software User Interfaces: Usability and Aesthetics
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    Chapter 64 Impacting the Digital Divide on a Global Scale - Six Case Studies from Three Continents
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    Chapter 65 Differentiation of Student Perceptions for Online Courses, Over Time
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    Chapter 66 The Future of Electronic Textbooks from a User Perspective
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    Chapter 67 Out of Classroom Instruction in the Flipped Classroom: The Tough Task of Engaging the Students
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    Chapter 68 Understanding Nomophobia: A Modern Age Phobia Among College Students
Overall attention for this book and its chapters
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Mentioned by

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11 X users
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1 Wikipedia page

Citations

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19 Dimensions

Readers on

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296 Mendeley
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Title
Learning and Collaboration Technologies
Published by
Springer International Publishing, July 2015
DOI 10.1007/978-3-319-20609-7
ISBNs
978-3-31-920608-0, 978-3-31-920609-7
Editors

Zaphiris, Panayiotis, Ioannou, Andri

X Demographics

X Demographics

The data shown below were collected from the profiles of 11 X users who shared this research output. Click here to find out more about how the information was compiled.
Mendeley readers

Mendeley readers

The data shown below were compiled from readership statistics for 296 Mendeley readers of this research output. Click here to see the associated Mendeley record.

Geographical breakdown

Country Count As %
Germany 2 <1%
Cyprus 1 <1%
Turkey 1 <1%
Netherlands 1 <1%
Indonesia 1 <1%
Austria 1 <1%
Brazil 1 <1%
South Africa 1 <1%
Estonia 1 <1%
Other 0 0%
Unknown 286 97%

Demographic breakdown

Readers by professional status Count As %
Student > Master 56 19%
Student > Ph. D. Student 54 18%
Student > Bachelor 28 9%
Researcher 20 7%
Lecturer 17 6%
Other 61 21%
Unknown 60 20%
Readers by discipline Count As %
Computer Science 86 29%
Social Sciences 29 10%
Engineering 21 7%
Arts and Humanities 19 6%
Psychology 14 5%
Other 59 20%
Unknown 68 23%