

Beschreibung
The three-volume set CCIS 2479-2481 constitutes the proceedings of the 4th International Conference on Technology and Innovation in Learning, Teaching and Education, TECH-EDU 2024, held in Abu Dhabi, United Arab Emirates, during November 1315, 2024 . The 79 f...The three-volume set CCIS 2479-2481 constitutes the proceedings of the 4th International Conference on Technology and Innovation in Learning, Teaching and Education, TECH-EDU 2024, held in Abu Dhabi, United Arab Emirates, during November *1315, 2024.*
Part I: Artificial Intelligence in Education; Emerging Technologies and Learning Environments.
Part II: Open Education, Digital Resources and Online Assessment; Pedagogical and Curricular Innovation.
Part III: Technology Integration and Educational Policy .
Klappentext
.- 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.
Inhalt
.- 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.
