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Learning Technology for Education Challenges

Overview of attention for book
Cover of 'Learning Technology for Education Challenges'

Table of Contents

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    Book Overview
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    Chapter 1 Assessing Gamification Effects on E-learning Platforms: An Experimental Case
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    Chapter 2 Improving Business Process Management Competencies by Applying Gamification Aspects in Teaching Bachelor Students
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    Chapter 3 Student’s Perceptions of Cyberbullying in the Context of Cyberbullying Criteria and Types: The Role of Age
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    Chapter 4 Use of Kahoot and EdPuzzle by Smartphone in the Classroom: The Design of a Methodological Proposal
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    Chapter 5 Impact of an Introductory ERP Simulation Game on the Students’ Perception of SAP Usability
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    Chapter 6 Source Code Representations for Plagiarism Detection
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    Chapter 7 Digital Technologies Applied to Textual Reading and Understanding in English: A Practical Approach Using Kahoot
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    Chapter 8 A Competence Framework for Open Educational Resources: The Case of the Public Sector
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    Chapter 9 Business Students’ Experience with Peer Grading
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    Chapter 10 Citation Function Classification Based on Ontologies and Convolutional Neural Networks
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    Chapter 11 Training Teacher in the Generation of Knowledge in Higher Education: b-Learning Teacher to Prosumer Teacher
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    Chapter 12 EDMODO: Experiencing a Global Education Network
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    Chapter 13 Try to See It My Way - How Students View the Use of Lecture Capture
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    Chapter 14 Learning System Development
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    Chapter 15 Design and Application of a Creative Strategy Based on the Method of Problem-Based Learning (PBL) in Engineering Students
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    Chapter 16 Computer-Based Accessible Testing System for Students with Visual Impairments and Learning Disabilities
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    Chapter 17 How to Create an Adaptive Learning Environment by Means of Virtual Organizations
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    Chapter 18 Designing a Conceptual Framework to Enhance Teacher Professional Development in a 3D VLE
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    Chapter 19 A Motivational Design of a Flipped Classroom on Collaborative Programming and STEAM
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    Chapter 20 An Experience Using Educational Data Mining and Machine Learning Towards a Full Engagement Educational Framework
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    Chapter 21 ICT Skills in University Teachers, the Knowledge, Use and Pedagogical Appropriation of These Technologies
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    Chapter 22 SWEBOK – Based Process for the Teaching and Learning of Requirements Engineering
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    Chapter 23 The Impact of Mobile Device Use
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    Chapter 24 Adaptation of an Educational Exergame to Mobile Platforms: A Development Process
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    Chapter 25 Adults’ Perception of MOOC as Part of a Constellation of Cultural Experiences
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Title
Learning Technology for Education Challenges
Published by
Springer International Publishing, July 2018
DOI 10.1007/978-3-319-95522-3
ISBNs
978-3-31-995521-6, 978-3-31-995522-3
Editors

Uden, Lorna, Liberona, Dario, Ristvej, Jozef

X Demographics

X Demographics

The data shown below were collected from the profiles of 3 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 52 Mendeley readers of this research output. Click here to see the associated Mendeley record.

Geographical breakdown

Country Count As %
Unknown 52 100%

Demographic breakdown

Readers by professional status Count As %
Student > Doctoral Student 1 2%
Unknown 51 98%
Readers by discipline Count As %
Social Sciences 1 2%
Unknown 51 98%