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Learning and Collaboration Technologies. Learning and Teaching

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Cover of 'Learning and Collaboration Technologies. Learning and Teaching'

Table of Contents

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    Book Overview
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    Chapter 1 Understanding User Engagement in Digital Education
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    Chapter 2 Exploring New Ways to Increase Engagement in Full-Path MOOC Programs
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    Chapter 3 Study on the Attitude of Young People Towards Technology
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    Chapter 4 Supporting Trust and Engagement in Personalized Learning
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    Chapter 5 Improving the Professional Competencies of Architect Students
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    Chapter 6 Digital Literacy in Higher Education
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    Chapter 7 User Skill Assessment Using Informative Interfaces for Personalized Robot-Assisted Training
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    Chapter 8 Digital Natives and Digital Immigrants Revisited: A Case of CALL
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    Chapter 9 Virtual Reality Rehabilitation Based on Neurologic Music Therapy: A Qualitative Preliminary Clinical Study
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    Chapter 10 Programming Virtual Interactions for Gamified Educational Proposes of Urban Spaces
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    Chapter 11 Learning in Marketing Simulation
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    Chapter 12 Classroom Gamification: Merging Game Design Theory and Behavior Analysis for Increased Engagement
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    Chapter 13 Slayers vs Slackers: An Examination of Users’ Competitive Differences in Gamified IT Platforms Based on Hedonic Motivation System Model
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    Chapter 14 An e-Learning System Using Gamification to Support Preliminary Learning for Job Hunting
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    Chapter 15 The Use of Digital Game Based Learning in Manufacturing Education – A Case Study
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    Chapter 16 Gamification as Learning Scenario in Programming Course of Higher Education
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    Chapter 17 Gamification with Lego in Higher Education: Experience in the Course of Logistic Distribution
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    Chapter 18 Learning in Doing: A Model of Design and Assessment for Using New Interaction in Educational Game
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    Chapter 19 Warm Robot Classroom_Using Wearable Technology as a Gateway to Culturally Responsive Teaching
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    Chapter 20 Go/No Go Criteria in Formative E-Rubrics
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    Chapter 21 Exploring Sociocultural Theory Application in Online Language Courses
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    Chapter 22 Applications of Distributed Socio-technical Synthetic Intelligent (SI) Systems Using Hybrid “Compensating Controls” Architectures
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    Chapter 23 An Online Environment to Compare Students’ and Expert Solutions to Ill-Structured Problems
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    Chapter 24 An Analytical Investigation on Ecological Strategy Based on “Edu+AR” Education Cloud Platform
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    Chapter 25 A Framework for Interactive Exploratory Learning Analytics
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    Chapter 26 Quiz-R-Us – Re-Conceptualizing Quizzes to Enrich Blended Learning in Occupational Therapy Study Lines
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    Chapter 27 Evaluation of Flip-Flop Learning Methodology
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    Chapter 28 Applying Studio-Based Learning Methodology in Computer Science Education to Improve 21 st Century Skills
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    Chapter 29 Uniqueness Profile of Mobile Applications for Learning
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    Chapter 30 “Flip-Flop” Learning by Teaching Methodologies: “Peer Improvement”, “Agile Tooltip”, Support Technology, and Next Steps
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    Chapter 31 Use BCI to Generate Attention-Based Metadata for the Assessment of Effective Learning Duration
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    Chapter 32 A Deep-Learning-Based Proposal to Aid Users in Quantum Computing Programming
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    Chapter 33 Effects of Low-Level Development on Learning to Program
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    Chapter 34 Experiences of the SICAP Research Seeding in the Development of Soft Skills
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    Chapter 35 Art and Automation of Teaching Malware Reverse Engineering
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    Chapter 36 Development of Children’s Cyber Security Competencies in Estonia
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    Chapter 37 Project-Oriented Problem-Based Learning for an Entrepreneurial Vision in Engineering Education
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    Chapter 38 Stenmap: Framework for Evaluating Cybersecurity-Related Skills Based on Computer Simulations
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    Chapter 39 Accessibility in Software Engineering: Pursuing the Mainstream from a Classroom
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    Chapter 40 Application of Domain Engineering to Generate Customized Information Dashboards
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    Chapter 41 Discovering a Profile for Protect and Defend: Penetration Testing
Attention for Chapter 32: A Deep-Learning-Based Proposal to Aid Users in Quantum Computing Programming
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Chapter title
A Deep-Learning-Based Proposal to Aid Users in Quantum Computing Programming
Chapter number 32
Book title
Learning and Collaboration Technologies. Learning and Teaching
Published by
Springer, Cham, July 2018
DOI 10.1007/978-3-319-91152-6_32
Book ISBNs
978-3-31-991151-9, 978-3-31-991152-6
Authors

Juan Cruz-Benito, Ismael Faro, Francisco Martín-Fernández, Roberto Therón, Francisco J. García-Peñalvo, Cruz-Benito, Juan, Faro, Ismael, Martín-Fernández, Francisco, Therón, Roberto, García-Peñalvo, Francisco J.

X Demographics

X Demographics

The data shown below were collected from the profiles of 20 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 20 Mendeley readers of this research output. Click here to see the associated Mendeley record.

Geographical breakdown

Country Count As %
Unknown 20 100%

Demographic breakdown

Readers by professional status Count As %
Student > Bachelor 3 15%
Professor > Associate Professor 3 15%
Student > Ph. D. Student 2 10%
Student > Doctoral Student 1 5%
Student > Master 1 5%
Other 1 5%
Unknown 9 45%
Readers by discipline Count As %
Computer Science 4 20%
Engineering 2 10%
Physics and Astronomy 1 5%
Social Sciences 1 5%
Design 1 5%
Other 0 0%
Unknown 11 55%