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Learning, Design, and Technology

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Cover of 'Learning, Design, and Technology'

Table of Contents

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    Book Overview
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    Chapter 1 Evaluations of Educational Practice, Programs, Projects, Products, and Policies
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    Chapter 2 Learning Model of Recorded Lectures: Implications to Learning Analytics Theory and Practice
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    Chapter 3 What Massive Open Online Course (MOOC) Stakeholders Can Learn from Learning Analytics?
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    Chapter 4 Competency-Based Personalization Process for Smart Learning Environments
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    Chapter 5 Context-Aware Ubiquitous Learning in Science Museum with iBeacon Technology
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    Chapter 6 From Reflective Practitioner to Active Researcher: Towards a Role for Learning Analytics in Higher Education Scholarship
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    Chapter 7 Analyzing Learner and Instructor Interactions within Learning Management Systems: Approaches and Examples
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    Chapter 8 Beyond Cognitive and Affective Issues: Designing Smart Learning Environments for Psychomotor Personalized Learning
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    Chapter 9 Creation of Cognitive Conflict by Error-Visualization: Error-Based Simulation and Its Practical Use in Science Learning
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    Chapter 11 Smart (but Also) Challenging Learning Environments: The Case of Conversational Agents That Foster Productive Peer Dialogue
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    Chapter 13 Learning Analytics and Learning Objects Repositories: Overview and Future Directions
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    Chapter 13 Learning Analytics and Learning Objects Repositories: Overview and Future Directions
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    Chapter 14 Pedagogical Framework for Developing Thinking Skills Using Smart Learning Environments
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    Chapter 15 Learning Analytics for Smart Learning Environments: A Meta-Analysis of Empirical Research Results from 2009 to 2015
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    Chapter 16 The Conceptual Model of Formative Assessment of Structural Knowledge
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    Chapter 17 Developing the Petal E-Learning Platform for Facial Analytics and Personalized Learning
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    Chapter 18 Students’ Potential as Active Participants in Peer Content Analysis Through Asynchronous Discussions
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    Chapter 19 Smart Learning Environments in School: Design Principles and Case Studies
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    Chapter 21 Game Learning Analytics: Learning Analytics for Serious Games
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    Chapter 22 Customizable Tool for Online Training Evaluation
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    Chapter 23 Structural Assessment of Knowledge as, of, and for Learning
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    Chapter 24 The Essential Components of Game Design in 3D Virtual Worlds: From a Language Learning Perspective
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    Chapter 25 Exploring Ubiquitous Geometry Learning in Real Situation
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    Chapter 26 Design and Analysis of Recommendation Learning System Based on Multiple Intelligences Theory
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    Chapter 27 The Application and Evaluation of Augmented Reality-Integrated e-Books in Living Technology Education
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    Chapter 28 The Application of Augmented Reality in English Vocabulary Learning for Elementary School Students
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    Chapter 29 An Adaptive and Personalized English Reading Recommendation System
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    Chapter 31 Blended Learning Research in Higher Education and K-12 Settings
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    Chapter 32 From Distance Education to Massive Open Online Courses in Taiwan: Progressing with a Global Perspective and Local Commitments
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    Chapter 33 What Motivates Exemplary Online Teachers? A Multiple-Case Study
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    Chapter 33 What Motivates Exemplary Online Teachers? A Multiple-Case Study
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    Chapter 35 Do You Have a SOLE? Research on Informal and Self-Directed Online Learning Environments
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    Chapter 36 Using Non-player Characters to Scaffold Non-gamer Students in Serious Gaming
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    Chapter 37 Transformative Learning: A Narrative
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    Chapter 37 Transformative Learning: A Narrative
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    Chapter 39 Sociability of Online Learning Environments: Examining Discussion Group Sizes and Social Network Sites
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    Chapter 39 Sociability of Online Learning Environments: Examining Discussion Group Sizes and Social Network Sites
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    Chapter 40 Preparing for High-Tech Jobs: Instructional Practices, Adults with Autism Spectrum Disorders (ASD), and Video Game Design
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    Chapter 41 Digital Forms of Assessment in Schools: Supporting the Processes to Improve Outcomes
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    Chapter 44 Learning Analytics: Negotiating the Intersection of Measurement Technology and Information Technology
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    Chapter 45 Building the Virtual Experiment Learning Activities to Facilitate Self-Adaptive Learning in IPv6 Subject
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    Chapter 46 Technology Laboratories for Learners with Autism Spectrum Disorder (ASD)
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    Chapter 47 Designing Digital Technologies for Deeper Learning
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    Chapter 48 Learning Theories: The Role of Epistemology, Science, and Technology
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    Chapter 49 Twenty-first-Century Learning, Rhizome Theory, and Integrating Opposing Paradigms in the Design of Personal Learning Systems
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    Chapter 50 Cognitive Load Theory: What We Learn and How We Learn
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    Chapter 51 Applying a Repertory Grid-Oriented Mindtool to Developing a Knowledge Construction Augmented Reality Mobile Learning System
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    Chapter 52 Benchmarking: A Method for Quality Assessment and Enhancement in Higher Education
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    Chapter 52 Benchmarking: A Method for Quality Assessment and Enhancement in Higher Education
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    Chapter 53 Toward a Cognitive Theory of Multimedia Assessment (CTMMA)
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    Chapter 54 Learning Theories: The Impact of Goal Orientations, Epistemic Beliefs, and Learning Strategies on Help Seeking
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    Chapter 56 Technology-Enhanced Learning: A Learning Sciences Perspective
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    Chapter 57 Students’ Motivation to Learning with Information Technology in Statistics Classroom
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    Chapter 60 The Cognitive Theory of Multimedia Learning: The Impact of Social Cues
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    Chapter 61 The Innovative Influence of Technologies on Education in China: Ongoing and Outlook
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    Chapter 62 Self-Determined Learning: Designing for Heutagogic Learning Environments
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    Chapter 63 Redefining Learning: A Neurocognitive Approach
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    Chapter 64 Assessment for Twenty-First-Century Learning: The Challenges Ahead
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    Chapter 65 Psychological Framework for Quality Technical and Vocational Education and Training in the Twenty-First Century
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    Chapter 65 Psychological Framework for Quality Technical and Vocational Education and Training in the Twenty-First Century
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    Chapter 66 The Future of Assessment in Technology-Rich Environments: Psychometric Considerations
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    Chapter 67 Future Trends in the Design Strategies and Technological Affordances of E-Learning
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    Chapter 69 The Theory of Totally Integrated Education (TIE)
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    Chapter 69 The Theory of Totally Integrated Education (TIE)
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    Chapter 70 Are Students and Faculty Ready for Transformative Learning?
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    Chapter 73 Design Thinking, Designerly Ways of Knowing, and Engaged Learning
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    Chapter 74 Expanding Design Research: From Researcher Ego-Systems to Stakeholder Ecosystems
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    Chapter 75 Considerations for the Design of Gesture-Augmented Learning Environments
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    Chapter 76 NERVE, InterPLAY, and Design-Based Research: Advancing Experiential Learning and the Design of Virtual Patient Simulation
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    Chapter 77 Instructional Design as a Moral Ecology of Practice: Implications for Competency Standards and Professional Identity
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    Chapter 79 Toward a Systematic and Model-Based Approach to Design Learning Environments for Critical Thinking
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    Chapter 80 Designing for Collaborative Creativity in STEM Education with Computational Media
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    Chapter 83 E-Portfolios as Digital Assessment Tools in Higher Education
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    Chapter 84 The Theory of Virtuality Culture and Technology-Mediated Human Presence
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    Chapter 87 Learning Environments for Academics: Reintroducing Scientists to the Power of Creative Environment
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    Chapter 88 Digital Technologies and Adults: Social Networking, Holding Environments, and Intellectual Development
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    Chapter 117 Utilizing Real-Time Descriptive Learning Analytics to Enhance Learning Programming
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    Chapter 118 A Process Method Approach to Study the Development of Virtual Research Environments: A Theoretical Framework
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    Chapter 123 Roles and Competencies of Educational Design Researchers: One Framework and Seven Guidelines
Attention for Chapter 57: Students’ Motivation to Learning with Information Technology in Statistics Classroom
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Chapter title
Students’ Motivation to Learning with Information Technology in Statistics Classroom
Chapter number 57
Book title
Learning, Design, and Technology
Published by
Springer International Publishing, December 2016
DOI 10.1007/978-3-319-17727-4_57-1
Book ISBNs
978-3-31-917727-4
Authors

Ken W. Li

Editors

Michael J Spector, Barbara B Lockee, Marcus D. Childress

Mendeley readers

Mendeley readers

The data shown below were compiled from readership statistics for 2 Mendeley readers of this research output. Click here to see the associated Mendeley record.

Geographical breakdown

Country Count As %
Unknown 2 100%

Demographic breakdown

Readers by professional status Count As %
Student > Doctoral Student 1 50%
Unknown 1 50%
Readers by discipline Count As %
Social Sciences 1 50%
Unknown 1 50%