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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 Increasing Students’ Interest and Learning Achievement Using Cooperative Learning (Students Team Achievement Division) Through Edmodo
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    Chapter 2 The Influence of Interactive and Non-interactive E-Book on the Learning Effectiveness of High and Low Achievement Nursing Students
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    Chapter 3 Using an Augmented-Reality Board Game for Drug Addiction Prevention at a University in Taiwan
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    Chapter 4 The Impact of Game-Based Situated Learning System in Oral Health Education
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    Chapter 5 The Application of Augmented Reality to the Education of Chemistry – Take the Course of Nature Science in Junior High School as an Example
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    Chapter 6 A Study of Problem Solving Using Blocks Vehicle in a STEAM Course for Lower Elementary Levels
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    Chapter 7 A System to Support the Learning of English Collocations via Video Materials: A Preliminary Study
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    Chapter 8 An Empirical Research on Exploring the Trans-disciplinary Autocorrelationships Among the Social-Media Technology, MOOCs and Higher-Education Sustainability
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    Chapter 9 ETAR: An English Teaching Assistant Robot and Its Effects on College Freshmen’s In-Class Learning Motivation
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    Chapter 10 Engaging Students in a Flipped English Classroom by Conducting an Interactive Response System and Its Effects on Students’ Learning Achievement and Learning Motivation
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    Chapter 11 Visual Attention Analysis During Program Debugging Using Virtual Reality Eye Tracker
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    Chapter 12 The Effects of Collaborative Learning on Students’ English Learning Motivation and Style
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    Chapter 13 The Designing of Constructivist Web-Based Learning Environment to Enhance Problem Solving Process and Transfer of Learning for Computer Education Student
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    Chapter 14 Using Process Mining Techniques to Discover Student’s Activities, Navigation Paths, and Behavior in LMS Moodle
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    Chapter 15 Scaffolding Learning for the Novice Players of Go
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    Chapter 16 An Image Recognition Practice for Using Mobile Phone During Class
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    Chapter 17 Building a Chinese Facial Expression Database for Automatically Detecting Academic Emotions to Support Instruction in Blended and Digital Learning Environments
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    Chapter 18 Obtaining Managerial Skills in Virtual Reality
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    Chapter 19 Design and Development of Constructivist Augmented Reality (AR) Book Enhancing Analytical Thinking in Computer Classroom
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    Chapter 20 Effect of Augmented Reality on Astronomical Observation Instruction
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    Chapter 21 Enhanced Learning of Jazz Chords with a Projector Based Piano Keyboard Augmentation
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    Chapter 22 Improving Programming Education Quality with Automatic Grading System
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    Chapter 23 Tasks for Assessing Computational Thinking Skills at Secondary School Level
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    Chapter 24 The Effects of Interactive Learning Environment to Enhance the Algorithmic Thinking for Data Structure
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    Chapter 25 Design and Evaluation of an Interactive Teaching Platform for Guided Instruction in Programming with Real-Time Compilation
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    Chapter 26 Designing Framework of Constructivist Digital Learning Environment Model to Enhance Creative Thinking for Undergraduate Students
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    Chapter 27 User-Centered Design of Mobile Application Model for Academic Library Services
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    Chapter 28 Theoretical Framework of Constructivist Web-Based Learning Environment Model to Enhance Mathematical Problem Solving
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    Chapter 29 The Designing Framework of Constructivist Learning Environment Model to Enhance Information Processing and Reduce Cognitive Load for Students’ Primary Grade 5
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    Chapter 30 Underpinning Knowledge and Skills for Educators to Enhance Cyber Safety Awareness in South African Schools
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    Chapter 31 Conceptualising a Dynamic Technology Practice in Education Using Argyris and Schön’s Theory of Action
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    Chapter 32 An Innovative BERT-Based Readability Model
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    Chapter 33 Framework for Knowledge Asset Management in Community Projects in Higher Education Institutions
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    Chapter 34 Theoretical Domain Framework to Identify Cybersecurity Behaviour Constructs
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    Chapter 35 The South African ICT Security Awareness Framework for Education (SAISAFE)
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    Chapter 36 Research on the Application of Graphic Method in Formative Evaluation of Teaching Chinese Characters to Foreign Students
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    Chapter 37 An Empirical Analysis on Standards for Selecting News About Current Events for Case-Based Teaching of International Laws
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    Chapter 38 Augmented Reality to Promote Understanding and Cognizing in Learning of Engineering Drawing
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    Chapter 39 Student Performance Evaluation Based on Online Discussion
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    Chapter 40 Building a Simulated Test Activity to Facilitate Online Assessment of IoT Security: A Case Study of IP Camera
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    Chapter 41 AutoThinking: An Adaptive Computational Thinking Game
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    Chapter 42 A Case Study of Taiwan - AI Talent Cultivation Strategies
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    Chapter 43 A Case Study of the Impact of Digital Learning on the Quality of Life of People with Disabilities
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    Chapter 44 More Than just Fame: Learning from Internet Celebrities—Uses and Gratifications Perspective
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    Chapter 45 Dimensions of a Learning Organisation in the IT Sector and Secondary Schools in the Czech Republic
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    Chapter 46 Exploring the Interplay Between Students’ Co-regulated Behaviors and Their Collective Decision-Making Abilities on a SSI Context
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    Chapter 47 The Roles, Behaviors and Expectations of the Participants in the Development of Student Graduateness
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    Chapter 48 Learning with the Semantic Web: The Case of a Research Methodology Semantic Wiki
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    Chapter 49 Enhancing the Quality of Essays Through a Student Peer-Review Process
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    Chapter 50 The Design and Development of Constructivist Web-Based Learning Environment Framework to Enhance Digital Literacy for Higher Education
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    Chapter 51 Cyber Safety Awareness – Through the Lens of 21st Century Learning Skills and Game-Based Learning
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    Chapter 52 A Systematic Literature Review of Qualitative Gamification Studies in Higher Education
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    Chapter 53 Analysis of Students’ Learning Emotions Using EEG
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    Chapter 54 Teaching Effectively with the Multi-screen Multimedia Integrated System
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    Chapter 55 Integrating the Combination of Blockchain and RPG into Undergraduate Learning
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    Chapter 56 Design and Development of Constructivist Web-Based Learning Environment with Augmented Reality to Enhance Critical Reading for First-Year Information Technology Students of Two-Year College in Cambodia
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    Chapter 57 Conceptualizing Factors that Influence South African Students’ Intention to Choose Mobile Devices as Tools for Learning
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    Chapter 58 Chinese Key - Image Learning : An App Designed with Handwriting Evaluation and Instant Feedback to Support Chinese Character Learning
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    Chapter 59 Augmented Reality Technique Assists Target Language Learning
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    Chapter 60 Needs Analyses and Initial Design of the Handheld Chinese Reading System for Classic Literature
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    Chapter 61 Employing Blockchain Technology in Instructional Design and Learning Content Creation
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    Chapter 62 Foreseen More than a Century─Grand Vision Regarding Science and Technology from the Dream of Red Chamber
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    Chapter 63 Innovative Technologies and Learning in a Third-Year Computing Module
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    Chapter 64 Teachers’ Beliefs About Technology in the Classroom from Early Implementation Phase in 2003 to Contemporary Practise in 2016
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    Chapter 65 Knowing What, Knowing How, or Knowing Where? How Technology Challenges Concepts of Knowledge
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    Chapter 66 A Data Visualization for Helping Students Decide Which General Education Courses to Enroll: Case of Chulalongkorn University
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    Chapter 67 Experiences of the Flipped Classroom Method—Does It Make Students More Motivated?
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    Chapter 68 The Framework for Development of Constructivist Web-Based Learning Environment Model to Enhance Critical Thinking for Primary Students
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    Chapter 69 Innovative Technologies and Learning in a Massive Open Online Course
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    Chapter 70 Learner’s Creative Thinking Learning with Constructivist Web-Based Learning Environment Model: Integration Between Pedagogy and Neuroscience
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    Chapter 71 Focus on Personalized Collaborative Learning: What Can We Learn from the Indigenous Sámi Teachers’ Supplementary Study Program on Digital Learning Tools?
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    Chapter 72 The Relationship Between Academic Stress and Health Status—The Moderating Role of Social Support
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    Chapter 73 A Teacher’s Reflection of a PBL-Based Curriculum
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    Chapter 74 Design and Development of Interactive Learning Environment Model to Enhance the Creative Problem Solving Thinking for Computer Education Students
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    Chapter 75 The Investigation on Creative Thinking into Projected-Base Programming Course for College Students
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    Chapter 76 Integrating Social Media into Problem-Based Learning to Improve Students’ Learning Performance
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    Chapter 77 Students’ Innovative Education Practices Supported by Facebook
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    Chapter 78 Between Research and Action: The Generative Sense of Technology
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    Chapter 79 Locus of Control and Usage of Social Media on Academic Achievement Among Police College Students in Taiwan
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    Chapter 80 Analysis of Fake News and the Level of Cognitive Perception of Undergraduate Students in the University in Thailand
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    Chapter 81 Scenario-Based Learning Exemplification with a Dynamic Video Retrieving Tool for the Second Language Teaching
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    Chapter 82 Using Digital Map Tools to Assist Learning of Argumentative Essay Writing
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    Chapter 83 Application of Artificial Intelligence to the Small Open Online English Abstract Writing Course
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    Chapter 84 Impact of Speech-Enabled Language Translation Application on Perceived Learning Emotions in Lectures in English as a Medium of Instruction
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    Chapter 85 The Effects of Virtual Learning Environment on High School Students’ English Learning Performance and Attitude
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    Chapter 86 Encouraging Active Learning for System Engineering Students Using Role-Exchanging Activities
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    Chapter 87 Employability Table for Mechanical and Mechanical College Students in Science and Technology Colleges After Graduation: Analysis of Employability of Graduates and Employers
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    Chapter 88 The Development of Simulation-Based Laboratory Lessons in Electronics Industrial Instrumentation to Enhance Ill-Structured Problem Solving for Engineering Students
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    Chapter 89 Teaching Propositional and Syllogistic Logic Using E-learning Tools
Overall attention for this book and its chapters
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Mentioned by

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1 X user
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1 patent
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1 Wikipedia page

Citations

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Title
Innovative Technologies and Learning
Published by
Springer International Publishing, February 2020
DOI 10.1007/978-3-030-35343-8
ISBNs
978-3-03-035342-1, 978-3-03-035343-8
Editors

Rønningsbakk, Lisbet, Wu, Ting-Ting, Sandnes, Frode Eika, Huang, Yueh-Min

X Demographics

X Demographics

The data shown below were collected from the profile of 1 X user 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 13 Mendeley readers of this research output. Click here to see the associated Mendeley record.

Geographical breakdown

Country Count As %
Unknown 13 100%

Demographic breakdown

Readers by professional status Count As %
Student > Bachelor 3 23%
Student > Master 3 23%
Student > Ph. D. Student 1 8%
Researcher 1 8%
Student > Postgraduate 1 8%
Other 0 0%
Unknown 4 31%
Readers by discipline Count As %
Arts and Humanities 2 15%
Computer Science 2 15%
Design 2 15%
Social Sciences 2 15%
Psychology 1 8%
Other 0 0%
Unknown 4 31%