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Research on E-Learning and ICT in Education

Research on E-Learning and ICT in Education

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Description
Part I: Teacher Education, Digital Competence, and Pedagogical Practices. Chapter 1: Investigating Greek Teachers’ Training Needs in Digital Competence: Validation of the DigCompEdu Check-In Scale Using Structural Equation Modeling. Chapter 2: Teachers’ beliefs and pedagogical thinking about flipped learning. Chapter 3: Computational Thinking in Early Childhood Education. Significance, approaches and challenges ahead. Chapter 4: Teaching Fractions to Third-Grade Students Using Enriched Books – A Case Study. Chapter 5: Directed AI: the future of AI for instructional design. Chapter 6: TSM-SGP: Taxonomy of Support Methods in Serious Games for Programming. Chapter 7: Serious Games design for Higher Education: Aligning Bloom’s Taxonomy, Cognitive Theory of Multimedia Learning, and Gamification for effective learning. Chapter 8: Insights from Pre-Service Teachers Designing Location-Based Game. Part II: Inclusive and Immersive Technologies in Education. Chapter 9: Augmented Reality Affordances in Physics Education for Students with Intellectual Disabilities. Chapter 10: Enhancing Participation of Students with Autism in Inclusive Educational Robotics: An Action Research. Chapter 11: Augmented reality educational games for disaster management and preparedness. The case of Virtual School.
Product details
Number of Pages:
280
Release Date:
2025-11-16
Publication Date:
2025-11-16
Publisher:
Springer
Languages:
Original: English
ISBN10:
3031999606
ISBN13:
9783031999604
GPSR Manufacturer Reference:
Weight:
586 g
Height:
160 cm
Width:
241 cm
Thickness:
21 cm
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