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Technology and Innovation in Learning, Teaching and Education

Technology and Innovation in Learning, Teaching and Education

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Description
.- Artificial Intelligence in Education..- Understanding AI Integration Challenges in Education: A Brief Systematic Literature Review..- Unlocking the Potential of Large Language Models for AI-Assisted Medical Education: A Case Study with ChatGPT..- Leveraging Generative Artificial Intelligence for Analyzing Handwritten Chemistry Notes: A chatbot support for Students queries..- Enhancing Computer Programming Education: Integrating Advanced AI Tools for Challenging Curriculum Projects..- Artificial Intelligence and Machine Learning in Primary Education: A Case Study in Portugal..- Improving Teaching with Artificial Intelligence Scaffolding in Physics Education with GPT..- Integrating Computational Thinking and Artificial Intelligence into Mathematics Education: A Pathway for the 21st Century..- The Impact of Artificial Intelligence on Flipped and Online Learning..- Personalization of a learning environment supported by AI for vocational training based on skills required: A research proposal..- Large Language Models and Intelligent Agents in Education..- Course design with artificial intelligence agents..- Emerging Technologies and Learning Environments..- The Degree of Contribution of Smart Digital learning Platforms to the Development of Entrepreneurship: the KKUx Platform as a Model..- Arabic-Indonesian Translation Errors: An Analysis of Google Translate for Arabic Language Students..- Electromagnetic waves all around us. Put your glasses on and sense them..- Driving Engagement in Learning: Exploring the Impact of an Augmented Reality Mobile Application for Astronomy Education..- Exploring the impact of modern board game and video game playing frequency on critical thinking..- Serious Game Design for Green Mobility: A Lean Inception Approach..- Digital games’ instrumental orchestrations to enhance integral calculus learning – a case study..- How museums are changing their visitors’ experience with new formats and approaches to digital storytelling..- Teaching Programming with Makey Makey in Lower Secondary School..- Learning design integrating a gamified Augmented Reality application..- Towards Meaningful Learning: a Home-Grown Approach to Teaching and Learning in Developing Country..- EduGenZ: A gamified educational framework for GenZ using affective and immersive technology..- Taking a Flight with Drones in STEM Education: Benefits, Affordances, Facilitating Factors and Challenges..- Students as Users of Augmented Reality Glasses: Their Experiences and Perceptions..- MindOfMine v.2: Towards a Closed-Loop Serious Game Platform for Personalized Cognitive Enhancement in Mental Disorders..- Educational Robotics to support Kindergarten Student’s Problem-Solving Skills: a case study..- Guidelines for Using Mixed Reality to Teach STEM Subjects.
Product details
Binding:
Paperback
Number of Pages:
396
Release Date:
2025-08-22
Publication Date:
2025-08-22
Publisher:
Springer
Languages:
Original: English
ISBN10:
3032026741
ISBN13:
9783032026743
GPSR Manufacturer Reference:
Weight:
598 g
Height:
155 cm
Width:
235 cm
Thickness:
22 cm
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