图书简介
The book brings together the contributions of the 8th International Conference on Smart Learning Ecosystems and Regional Development aimed at promoting reflection and discussion on the relevance of smart learning ecosystems for regional development and social innovation (e.g., schools, campuses, working places, informal learning contexts) and on how the effectiveness of the relation of citizens and smart ecosystems can be boosted. This forum is interested in understanding how technology-mediated instruments can foster the citizen’s engagement with learning ecosystems and territories, namely by understanding innovative human-centric design and development models/techniques, education/training practices, informal social learning, innovative citizen-driven policies, technology-mediated experiences, and their impact. This set of concerns contributes to fostering the social innovation sectors and ICT, economic development, and deployment strategies alongside new policies for smarter proactive citizens.
Part I: Fostering Intelligent Education and Smart Cities.- Academic Staff Perceptions and Attitudes Towards Learning Analytics.- Enhancing Load Evaluation in Intelligent Tutoring Systems through Velocity-Based Training.- Intelligent Tutoring System and Learning: Complexity and Resilience.- How Cities Can Learn: Key Concepts, the Role of ICT, and Research Gaps.- Smart Cities and Smart Regions Roadmap.- Part II: Telepresence Technology in Education.- TelePresence – Social Justice for the Online “Other”?.- HoloLearn: Towards a hologram-mediated hybrid education.- Using telepresence robots for remote participation in technical subjects in higher education.- Part III: Digital Transformation in Education.- The Transformation of Art Teaching Process: A Qualitative Study of Digital Mediated Teaching.- Digital Turn in Social Work Education and Practice.- Sustainable digital transition with students’ experience and smartphones at D. Maria II school cluster.- An Evaluation of Participatory Video as Teaching Digital Storytelling against Climate-driven Inequalities.- Part IV: Exploring Game-Based Learning and Gamification in Education.- Implementation of Minecraft in Education to Introduce Sustainable Development Goals: Approaching Renewable Energy through Game-based Learning.- A Systematic Mapping Review of Research Concerning the Use of Games in Teacher Training.- Unplugging Math: Integrating Computational Thinking into Mathematics Education Through Poly-Universe.- Design of an Adaptive Hybrid Gamification Teaching Method and Its Practice in Computer Science and Animation Teaching.
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