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21st Century Learning for 21st Century Skills 7th European Conference on Technology Enhanced Learning, EC-TEL 2012, Saarbrücken, Germany, September 18-21, 2012, Proceedings /

This book constitutes the refereed proceedings of the 7th European Conference on Technology Enhanced Learning, EC-TEL 2012, held in Saarbrücken, Germany, in September 2012. The 26 revised full papers presented were carefully reviewed and selected from 130 submissions. The book also includes 12 shor...

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Detalles Bibliográficos
Clasificación:Libro Electrónico
Autor Corporativo: SpringerLink (Online service)
Otros Autores: Ravenscroft, Andrew (Editor ), Lindstaedt, Stefanie (Editor ), Kloos, Carlos Delgado (Editor ), Hernández-Leo, Davinia (Editor )
Formato: Electrónico eBook
Idioma:Inglés
Publicado: Berlin, Heidelberg : Springer Berlin Heidelberg : Imprint: Springer, 2012.
Edición:1st ed. 2012.
Colección:Programming and Software Engineering, 7563
Temas:
Acceso en línea:Texto Completo
Tabla de Contenidos:
  • 21st Century Learning for 21st Century Skills: What Does It Mean, and How Do We Do It
  • Exploiting Semantic Information for Graph-Based Recommendations of Learning Resources
  • An Initial Evaluation of Metacognitive Scaffolding for Experiential Training Simulators
  • Paper Interfaces for Learning Geometry
  •  The European TEL Projects Community from a Social Network Analysis Perspective
  • TinkerLamp 2.0: Designing and Evaluating Orchestration Technologies for the Classroom
  • Understanding Digital Competence in the 21st Century: An Analysis of Current Frameworks
  •  How CSCL Moderates the Influence of Self-efficacy on Students' Transfer of Learning
  •  Notebook or Facebook? How Students Actually Use Mobile Devices in Large Lectures
  • Enhancing Orchestration of Lab Sessions by Means of Awareness Mechanisms
  • Discerning Actuality in Backstage: Comprehensible Contextual Aging
  • Tweets Reveal More Than You Know: A Learning Style Analysis on Twitter
  •  Motivational Social Visualizations for Personalized E-Learning
  •  Generator of Adaptive Learning Scenarios: Design and Evaluation in the Project CLES
  • Technological and Organizational Arrangements Sparking Effects on Individual, Community and Organizational Learning
  •  The Social Requirements Engineering (SRE) Approach to Developing a Large-Scale Personal Learning Environment Infrastructure
  •  The Six Facets of Serious Game Design: A Methodology Enhanced by Our Design Pattern Library
  • To Err Is Human, to Explain and Correct Is Divine: A Study of Interactive Erroneous Examples with Middle School Math Students
  •  An Authoring Tool for Adaptive Digital Educational Games
  • A Dashboard to Regulate Project-Based Learning
  •  Lost in Translation from Abstract Learning Design to ICT Implementation: A Study Using Moodle for CSCL
  •  The Push and Pull of Reflection in Workplace Learning: Designing to Support Transitions between Individual, Collaborative and Organisational Learning
  •  eAssessment for 21st Century Learning and Skills
  •   Supporting Educators to Discover and Select ICT Tools with SEEK-AT-WD.-Key Action Extraction for Learning Analytics
  •  Using Local and Global Self-evaluations to Predict Students' Problem Solving Behaviour
  • Taming Digital Traces for Informal Learning: A Semantic-Driven Approach
  •  Analysing the Relationship between ICT Experience and Attitude toward E-Learning: Comparing the Teacher and Student Perspectives in Turkey
  •  Integration of External Tools in VLEs with the GLUE! Architecture: A Case Study
  •  Mood Tracking in Virtual Meetings
  •  Teachers and Students in Charge: Using Annotated Model Solutions in a Functional Programming Tutor
  • The Effect of Predicting Expertise in Open Learner Modeling
  • Technology-Embraced Informal-in-Formal-Learning
  • Towards Automatic Competence Assignment of Learning Objects
  •  Slicepedia: Automating the Production of Educational Resources from Open Corpus Content
  •  Fostering Multidisciplinary Learning through Computer-Supported Collaboration Script: The Role of a Transactive Memory Script
  •  Mobile Gaming Patterns and Their Impact on Learning Outcomes: A Literature Review
  •  Adaptation "in the Wild": Ontology-Based Personalization of Open-Corpus Learning Material
  •  Encouragement of Collaborative Learning Based on Dynamic Groups
  •  An Authoring Tool to Assist the Design of Mixed Reality Learning Games
  • An Automatic Evaluation of Construction Geometry Assignments
  • Ask-Elle: A Haskell Tutor: Demonstration
  •  Backstage - Designing a Backchannel for Large Lectures
  •  Demonstration of the Integration of External Tools in VLEs with the GLUE! Architecture
  • Energy Awareness Displays: Prototype for Personalised Energy Consumption Feedback
  •  I-Collaboration 3.0: A Model to Support the Creation of Virtual Learning Spaces
  •  Learning to Learn Together through Planning, Discussion and Reflection on Microworld-Based Challenges
  •   Making Learning Designs Happen in Distributed Learning Environments with GLUE!-PS
  • Math-Bridge: Adaptive Platform for Multilingual Mathematics Courses
  • MEMO - Situated Learning Services for e-Mobility
  •  PINGO: Peer Instruction for Very Large Groups
  •  Proportion: Learning Proportional Reasoning Together
  • Supporting Goal Formation, Sharing and Learning of Knowledge Workers
  •  U-Seek: Searching Educational Tools in the Web of Data
  •  XESOP: A Content-Adaptive M-Learning Environment
  • A Collaboration Based Community to Track Idea Diffusion Amongst Novice Programmers
  • Argument Diagrams in Facebook: Facilitating the Formation of Scientifically Sound Opinions
  • Authoring of Adaptive Serious Games
  • Collaborative Learning and Knowledge Maturing from Two Perspectives
  • Computer Supported Intercultural Collaborative Learning: A Study on Challenges as Perceived by Students
  • Just4me: Functional Requirements to Support Informal Self-directed Learning in a Personal Ubiquitous Environment
  • Observations Models to Track Learners' Activity during Training on a Nuclear Power Plant Full-Scope Simulator
  • Practical Issues in e-Learning Multi-Agent Systems
  •  Students' Usage and Access to Multimedia Learning Resources in an Online Course with Respect to Individual Learning Styles as Identified by the VARK Model
  •  Technology-Enhanced Replays of Expert Gaze Promote Students' Visual Learning in Medical Training
  • Towards Guidelines for Educational Adventure Games Creation (EAGC).