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Innovative Technologies and Learning

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Cover of 'Innovative Technologies and Learning'

Table of Contents

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    Book Overview
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    Chapter 1 ARPiano Efficient Music Learning Using Augmented Reality
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    Chapter 2 Improving the Skills Training by Mixed Reality Simulation Learning
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    Chapter 3 Using Scaffolding Strategy and Real-Time Assessment Programming Tool to Develop a VR-Based Application
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    Chapter 4 Virtual Reality and Knowledge Rediscovery in Sub-Sahara Africa: A Review of Literature
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    Chapter 5 Understanding the Effects of Online Collaborative Knowledge-Building Activities on Pre-service Teachers’ Views of “Learning”: A Case Study Using Triple Cross-Validation Analysis
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    Chapter 6 Attitude Toward Online Peer-Assessment Activity: Experiential Learning Theory Viewpoint
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    Chapter 7 Sharing the World and Sharing the Word. Using Technology for Pre-service Teachers’ International Collaboration
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    Chapter 8 Construction of Artificial Intelligence Mechanical Laboratory with Engineering Education Based on CDIO Teaching Strategies
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    Chapter 9 Using Educational Websites and Platforms in Russia: Cognitive Needs of Children and Problems of Teachers
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    Chapter 10 Reducing Language Speaking Anxiety Among Adult EFL Learners with Interactive Holographic Learning Support System
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    Chapter 11 The Exploration of Facial Expression Recognition in Distance Education Learning System
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    Chapter 12 Designing and Implementing a Robot in a Digital Theater for Audience Involved Drama-Based Learning
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    Chapter 13 Using Constructivist Instructional Design for Flipped Classroom to Enhancing Cognitive Learning Performance
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    Chapter 14 Synthesis of Theoretical Framework of Constructivist Creative Thinking Massive Open Online Courses (MOOCs) for Higher Education
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    Chapter 15 Multimodal Learning Recommendation - Using Adaptive Neuron-Fuzzy Inference System for Microlearning
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    Chapter 16 Exploring Learners’ Cognitive Behavior Using E-dictionaries: An Eye-Tracking Approach
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    Chapter 17 Understanding Inquiry-Based Searching Behaviors Using Scan Path Analysis: A Pilot Study
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    Chapter 18 Big Data Analysis in Drug Offense Crime to Advice Education Training Course in Police Academy
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    Chapter 19 Design and Development of Learning Innovation Enhancing Learning Potential Using Brain-Based Learning
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    Chapter 20 Designing of the Learning Innovation Enhance Learning Potential of the Learners Using Brain-Based Learning
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    Chapter 21 Exploring the Correlation Between Attention and Cognitive Load of Students When Attending Different Classes
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    Chapter 22 Human Connectedness to Nature: Comparison of Natural vs. Virtual Experiences
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    Chapter 23 Developing the Capability Indicators for CNC Machine R&D Staff in Taiwan
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    Chapter 24 Enhancing Student Engagement: One Game at a Time
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    Chapter 25 eModeration: The Validation of a User Experience Evaluation Framework
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    Chapter 26 Synthesis of Designing Framework for Constructivist Learning Environments Model to Enhancing Programming Problem Solving for Connecting Internet of Thing Devices
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    Chapter 27 Multidisciplinary Learning Material and Effect in a Technological University – A Case Study of Technology and Life Application in General Education
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    Chapter 28 Educational Technology in Resource-Constrained Environments: A Nigerian Case Study
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    Chapter 29 The Effect of STEAM Course Applied to Science Education on Learners’ Self-efficacy
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    Chapter 30 Future Classroom Labs in Norwegian Pre-service Teacher Education
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    Chapter 31 Motion Capture Technology Supporting Cognitive, Psychomotor, and Affective-Social Learning
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    Chapter 32 Teachers’ Strategies in Digital and Flexible Online Studies
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    Chapter 33 A Sentence-Wide Collocation Recommendation System with Error Detection for Academic Writing
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    Chapter 34 Features of Personalized Teaching a Foreign Language at Non-linguistic Faculties of the University
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    Chapter 35 Factors Related to the Use of Online Learning Resources: The Perception of Environmental and Contextual Barriers of Students with Special Educational Needs and Their Peers
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    Chapter 36 Development of Videos for Flipped Classroom. Using Self-study as Methodology to Improve the Quality
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    Chapter 37 Exploring Influence of Cultural Constructs and Social Network on Cross-Cultural Learning
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    Chapter 38 Understanding the Extent of and Factors Involved in the Use of YouTube as an Informal Learning Tool by 11- to 13-Year-Old Children
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    Chapter 39 Social Media and the High School Environment
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    Chapter 40 The Online Learning Resources Definition and Students’ Use in Higher Education Across Disciplines
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    Chapter 41 WASS: Web-Based Annotation and Search System to Facilitate English Vocabulary Learning in Vocational High School
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    Chapter 42 A Study on the Effect of Using Digital Games for Self-learning of English in Elementary School
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    Chapter 43 Mobile Applications for English Learning Performance Upgrade
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    Chapter 44 Exploring the Relationships Between EFL Learners’ Usage of Technology and Their Approaches to Learning English
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    Chapter 45 Exploration of Learning Effectiveness and Cognitive Load on Interactive and Non-interactive E-book Introducing into Nursing Education
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    Chapter 46 Exploring Learning Behavior Transformation Patterns in an AR English System: A Study of Gender Differences
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    Chapter 47 Exploration of Computational Thinking Based on Bebras Performance in Webduino Programming by High School Students
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    Chapter 48 Effects of Problem-Solving Strategy Based Interactive E-Book on Measurement Concepts
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    Chapter 49 Usability Evaluation of the Game Based E-Book System on Natural Science Teaching System
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    Chapter 50 Augmented Reality Applied to Smartphones and Wearable Devices - Virtual Furniture Simulation System
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    Chapter 51 A Board Game Designing of Serious Mini Game in Complementary Colors
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    Chapter 52 The Study of Creativity, Creativity Style, Creativity Climate Applying Creativity Learning Strategies - An Example of Engineering Education
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    Chapter 53 The Effectiveness of Health Communication for Implement Multimedia E-Book into Large and Small Groups
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    Chapter 54 Exploring Perceived Value Creation of MOOCs Service Systems - A Preliminary Investigation
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    Chapter 55 The Creation of Interactive Visual Music with Kandinsky Abstract Arts
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    Chapter 56 Robot Assisted Reading: A Preliminary Study on the Robotic Storytelling Service to Children in the Library
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    Chapter 57 An Extensive Reading System Built on the Basis of Comprehensible Input Principles - A Key to Rescuing the Lower-Level EFL University Students’ Vocabulary Ability
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    Chapter 58 Research on Instructional Design Strategies for Training Students’ Problem Solving Ability
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    Chapter 59 Research on Collaborative Filtering Recommendation of Learning Resource Based on Knowledge Association
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    Chapter 60 Research on Result Integration Mechanism Based on Crowd Wisdom to Achieve the Correlation of Resources and Knowledge Points
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    Chapter 61 Two-Stage Predictive Modeling for Identifying At-Risk Students
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    Chapter 62 Behavior Data Analysis for Physical Exercise Through Sports Bracelets
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    Chapter 63 AI Applications on Music Technology for Edutainment
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    Chapter 64 Building a Reconfigurable Subject-Free Learning Game System
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    Chapter 65 Discussion on the Teaching and Learning Innovation of Higher-Order Thinking
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    Chapter 66 An Adjustable Safety Device with Quick Return Structure for the Weightlifting Training
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    Chapter 67 An Innovative Trend of Sport Event in Environmental Perspective
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    Chapter 68 Concept Development of Personified Digital Prosthesis Teaching Model–Fused Application of Acupoint-Located Method by Anatomical Landmark and 3D Composition Method
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    Chapter 69 Exploration on Innovative Teaching and Information Technology Integration in College Physical Education
Overall attention for this book and its chapters
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Title
Innovative Technologies and Learning
Published by
Springer International Publishing, January 2018
DOI 10.1007/978-3-319-99737-7
ISBNs
978-3-31-999736-0, 978-3-31-999737-7
Editors

Ting-Ting Wu, Yueh-Min Huang, Rustam Shadieva, Lin, Andreja Istenič Starčič

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X Demographics

The data shown below were collected from the profiles of 6 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 41 Mendeley readers of this research output. Click here to see the associated Mendeley record.

Geographical breakdown

Country Count As %
Unknown 41 100%

Demographic breakdown

Readers by professional status Count As %
Student > Ph. D. Student 7 17%
Student > Master 6 15%
Other 3 7%
Student > Bachelor 3 7%
Student > Postgraduate 2 5%
Other 4 10%
Unknown 16 39%
Readers by discipline Count As %
Social Sciences 4 10%
Computer Science 4 10%
Business, Management and Accounting 3 7%
Linguistics 3 7%
Arts and Humanities 2 5%
Other 8 20%
Unknown 17 41%