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The Challenges of the Digital Transformation in Education

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Cover of 'The Challenges of the Digital Transformation in Education'

Table of Contents

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    Book Overview
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    Chapter 1 Work-in-Progress: Development of a Framework to Foster Collaborative Learning Among Engineering Students Using Moodle Mobile App
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    Chapter 2 Collaborative Learning in Data Science Education: A Data Expedition as a Formative Assessment Tool
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    Chapter 3 Collaborative Learning: The Group is Greater than the Sum of its Parts
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    Chapter 4 Student Activation in iOER Maker Spaces
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    Chapter 5 The Didactic-Technology Challenges for Design of the Computer Supported Collaborative Teaching
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    Chapter 6 Digital Transformation in Collaborative Content Development
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    Chapter 7 Teaching Programming and Design-by-Contract
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    Chapter 8 A Collaborative Approach for Practical Applications in Higher Education
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    Chapter 9 Peer Teaching in Tertiary STEM Education: A Case Study
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    Chapter 10 Algorithm and Software Tool for Multiple LMS Users Registering
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    Chapter 11 For Which Type of Students Does the Inverted Classroom Model Work Out?
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    Chapter 12 Circle’s Ontology Extended: Circumference and Surface Area of a Circle
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    Chapter 14 Hint-Giving Phraseology for Computer Assisted Learning
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    Chapter 15 Fostering 21st Century Skills in Engineering and Business Management Students
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    Chapter 16 Leveraging Collaborative Mobile Learning for Sustained Software Development Skills
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    Chapter 17 Factors and Barriers in Training Financial Management Professionals
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    Chapter 18 Designing Online Environment for Collaborative Learning in a Scientific Community of Practice
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    Chapter 19 Scalability and Performance Testing of an E-Learning Platform Integrating the WebRTC Technology: Scenario “Authentication”
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    Chapter 20 Task Based Learning to Enhance the Oral Production: Study Case Chimborazo
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    Chapter 21 Collaborative Content Authoring: Developing WebQuests Using SlideWiki
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    Chapter 22 Study Effort and Student Success: A MOOC Case Study
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    Chapter 23 Defying Learning Traditions: From Teacher-Centred to Student-Centred Foreign Language Education Through Digital Transformation at Sri Lankan Universities
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    Chapter 24 Towards the Journey to Accomplish the “Joy of Learning”
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    Chapter 25 Does Innovation Need a Reason? The CRS Within the Secondary Education Framework
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    Chapter 26 New Tasks for a Dyslexia Screening Web Application
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    Chapter 27 IGIP Multilingual Glossary
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    Chapter 28 Addressing the Cultivation of Teachers’ Reflection Skills via Virtual Reality Based Methodology
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    Chapter 29 Contribution to the Setting of an Online Platform on Practical Application for the Science, Technology, Engineering and Mathematics (STEM): The Case of Medical Field
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    Chapter 30 e-Pedagogical Practice Assessment in a Higher Education Comparative Context
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    Chapter 31 Understanding of Time-Based Trends in Virtual Learning Environment Stakeholders’ Behaviour
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    Chapter 32 The IT Based Internal Combustion Engines Integrated Teaching Complex
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    Chapter 33 Scheduling Synchronous Tutoring Sessions in Learning Activities
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    Chapter 34 A Process of Design and Production of Virtual Reality Learning Environments
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    Chapter 35 From Old Fashioned “One Size Fits All” to Tailor Made Online Training
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    Chapter 36 Implementation of an Adaptive Mechanism in Moodle Based on a Hybrid Dynamic User Model
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    Chapter 37 Ontology-Based Database for Chemical Experiments: Design and Implementation
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    Chapter 38 Proposal of a Dynamic Access Control Model Based on Roles and Delegation for Intelligent Systems Using Realm
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    Chapter 39 “Software Reconfigurable Hardware” in IoT Student Training
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    Chapter 40 Multitasking and Today’s Physics Student: A Global Perspective
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    Chapter 41 A Design Framework for Building a Virtual Community of Practice
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    Chapter 42 Work-in-Progress: SenseExpress, It Sounds Greek to Me but I Can Imagine How You Feel
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    Chapter 43 Improving the Quality of Training in Building Information Modeling
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    Chapter 44 A Digital Step-By-Step Transformation Towards a Flipped Classroom
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    Chapter 45 International Network Conference: New Technologies of Interaction for the Development of Engineering Education
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    Chapter 46 Changes in Preparation of Future Teachers of Vocational Subjects in a Confrontation with FEP in the Czech Republic
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    Chapter 47 The Main Trends in the Development of Engineering Education: The Role of the University Teacher in Systemic Changes
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    Chapter 48 Networking Between Engineering University and Enterprises in Future Students Training
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    Chapter 49 Depressive Symptomatology of University Students Via a Web Application
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    Chapter 50 Engineering Education Using Professional Activity Simulators
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    Chapter 51 Experiential Learning Approaches in Automotive Engineering: Implementing Real World Experiences
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    Chapter 52 Introducing of New Teaching Methods in Teaching Informatics
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    Chapter 53 Gaming the Lecture Hall: Using Social Gamification to Enhance Student Motivation and Participation
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    Chapter 54 Gamification in an Augmented Reality Based Virtual Preparation Laboratory Training
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    Chapter 55 A Serious Game for Introducing Software Engineering Ethics to University Students
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    Chapter 56 The Challenge of Designing Interactive Scenarios to Train Nurses on Rostering Problems in a Virtual Clinical Unit
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    Chapter 57 Authoring Game-Based Programming Challenges to Improve Students’ Motivation
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    Chapter 58 sCool - Game Based Learning in STEM Education: A Case Study in Secondary Education
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    Chapter 59 Evaluation Methods for the Effective Assessment of Simulation Games
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    Chapter 60 An Online Game for the Digital Electronics Course for Vocational Education and Training (VET) Students
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    Chapter 61 Mobile Learning Design Using Gamification for Teaching and Learning in Algorithms and Programming Language
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    Chapter 62 Computer Based Business Simulation Application for Master Degree Students’ Professional Education in Economics and Management Courses in Polytechnic University
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    Chapter 63 The Effect of Tangible Augmented Reality Interfaces on Teaching Computational Thinking: A Preliminary Study
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    Chapter 64 Using Gamification in Teaching Public Relations Students
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    Chapter 65 Creating and Testing a Game-Based Entrepreneurship Education Approach
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    Chapter 66 Enhanced Virtual Learning Spaces Using Applied Gaming
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    Chapter 67 A Game for Entrepreneurship Training Supporting Dual-Career Paths
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    Chapter 68 A Serious Game Approach in Mitigating Performance Enhancement Culture in Youth (GAME Project)
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    Chapter 69 Design, Creation and Evaluation of TEAM, A Serious Game for Teamwork Development
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    Chapter 70 Cyber and Internet Module Using Python in Junior-High School
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    Chapter 71 The Problem of Dropout from Technical Universities: Early Professional Orientation Approach
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    Chapter 72 Enhanced Assessment Approaches in Immersive Environments
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    Chapter 73 Children’s Reflection-in-Action During Collaborative Design-Based Learning
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    Chapter 74 ICT in STEM Education in Bulgaria
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    Chapter 75 Internet Addiction and Anxiety Among Greek Adolescents: An Online Survey
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    Chapter 76 Intelligent Robotics in High School: An Educational Paradigm for the Industry 4.0 Era
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    Chapter 77 Design and Use of Digitally Controlled Electric Motors for Purpose of Engineering Education
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    Chapter 78 High School – University Collaborative Working in Melotherapy
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    Chapter 79 Software Platform for the Secondary Technical School E-Learning Course
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    Chapter 80 Entrepreneurship Education by Youth Start - Entrepreneurial Challenge-Based Learning
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    Chapter 81 Defining Higher Order Learning Objectives for Software Development that Align with Employability Requirements
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    Chapter 82 Supporting the Co-design of Games for Privacy Awareness
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    Chapter 83 Mobile Phone Usage Among Senior High and Technical School Students in Ghana and Its Impact on Academic Outcomes – A Case Study
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    Chapter 84 Teaching and Learning Microbiology for Engineers in a Digital World: The Case of the FIT Courses at the Tecnologico de Monterrey, Mexico
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    Chapter 85 Educational Model for Improving Programming Skills Based on Conceptual Microlearning Framework
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    Chapter 86 IT and Educational Environment of an Engineering University
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    Chapter 87 Mobile Technologies in Education: Student Expectations – Teaching Reality Gap
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    Chapter 88 School Without Walls, Expanding School Curricula Outside the School Walls with an Innovative Education Tool
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    Chapter 89 Academic Integrity Matters: Successful Learning with Mobile Technology
Overall attention for this book and its chapters
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Mentioned by

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8 X users
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1 Wikipedia page

Citations

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Title
The Challenges of the Digital Transformation in Education
Published by
Springer International Publishing, January 2020
DOI 10.1007/978-3-030-11932-4
ISBNs
978-3-03-011931-7, 978-3-03-011932-4
Editors

Michael E. Auer, Thrasyvoulos Tsiatsos

X Demographics

X Demographics

The data shown below were collected from the profiles of 8 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 28 Mendeley readers of this research output. Click here to see the associated Mendeley record.

Geographical breakdown

Country Count As %
Unknown 28 100%

Demographic breakdown

Readers by professional status Count As %
Student > Bachelor 6 21%
Student > Master 6 21%
Lecturer 4 14%
Student > Doctoral Student 2 7%
Student > Ph. D. Student 2 7%
Other 3 11%
Unknown 5 18%
Readers by discipline Count As %
Computer Science 8 29%
Arts and Humanities 2 7%
Business, Management and Accounting 2 7%
Engineering 2 7%
Mathematics 1 4%
Other 5 18%
Unknown 8 29%