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| 008 | 170104s2017 sz o 101 0 eng d | ||
| 020 | _a3319503391 | ||
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_a3319503405 _q(electronic bk.) |
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_aLB1028.5 _b2017 EB |
|
| 111 | 2 |
_aInternational Conference on Interactive Collaborative Learning _n(19th : _d2016 : _cBelfast, Northern Ireland) _9677702 |
|
| 245 | 1 | 0 |
_aInteractive collaborative learning : _bproceedings of the 19th ICL Conference _nVolume 2 _cMichael E. Auer, David Guralnick, James Uhomoibhi, editors |
| 264 | 1 |
_aCham, Switzerland _bSpringer _c2017 |
|
| 300 | _a1 recurso en línea (639 páginas) | ||
| 336 |
_aTexto _btxt _2rdacontent |
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| 337 |
_aelectrónico _bc _2rdamedia |
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| 338 |
_arecurso electrónico _bcr _2rdacarrier |
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| 347 |
_atext file _bPDF _2rda |
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| 490 | 0 |
_aAdvances in intelligent systems and computing _x2194-5357 _vvolume 545 |
|
| 500 | _aIncluye índice | ||
| 500 | _aSpringerLink | ||
| 505 | 0 | _aPreface; ICL2016; Committees; General Chair; ICL2016 Chair; International Chairs; Program Co-chairs; Technical Program Chair; IEEE Liaison; Workshop and Tutorial Chair; Special Session Chair; Demonstration and Poster Chair; Awards Chair; Publication Chair; Senior PC Members; Program Committee; Contents; Mobile Learning Environments Applications; Developing an Android Mobile Bluetooth Chat Messenger as an Interactive and Collaborative Learning Aid; Abstract; 1 Introduction; 2 Aims and Objectives; 3 Literature Review; 3.1 Google's Android; 3.2 The Android's Architecture. | |
| 505 | 8 | _a2.1 Overview of Definitions; 2.2 Similarities and Differences Between Game, Serious Game and Gamification; 2.3 Gamification in the Education; 3 Application of Gamification in Math Class in 11th Grade; 3.1 The First Stage of the Study; 3.2 Second Phase of the Study; 3.3 Applying Kahoot! in the Learning Process; 3.4 Analysis of Data Obtained from the Evaluation of Knowledge and Skills in Mathematics of Students from Both Groups; 4 Conclusion; References; Work in Progress: Using Pocket Labs in Master Degree Programs; 1 Introduction; 2 Pocket Labs at CUAS; 3 Case Studies. | |
| 505 | 8 | _a3.1 Microcontroller Special Topics; 3.2 Real-Time Systems Special Topics; 3.3 Electronic Engineering; 4 Student Perception and Impact; 5 Conclusion and Outlook; References; New Learning Models and Applications; A Multi-dimensional Investigation of Self-regulated Learning in a Blended Classroom Context: A Case Study on eLDa MOOC; Abstract; 1 Introduction; 2 Related Review; 2.1 Self-regulated Learning; 2.2 Blended Learning; 3 Methodology; 3.1 Research Question; 3.2 Theoretical Framework of the Study; 4 eLDa Platform; 4.1 Course Design; 4.2 The Research Development. | |
| 505 | 8 | _a3.3 Android Linux Kernel; 3.4 Libraries; 3.5 Dalvik Virtual Machine (DALVIK VM); 3.6 Android Software Development Kit (SDK); 3.7 Bluetooth Technology; 3.8 Market and Market Share Analysis; 4 Project Specification; 4.1 Purpose of the System; 4.2 Assumptions and Dependencies; 4.3 Constraints; 4.4 Functional Requirements; 5 Development Phases; 6 Conclusion and Further Work; References; Learning Technological Innovation on Mobile Applications by Means of a Spiral of Projects; 1 Introduction; 2 Context; 3 Expected Learning Outcomes; 4 Methodology; 4.1 First Step: Facing the Project. | |
| 505 | 8 | _a4.2 Second Step: Working in Pairs; 4.3 Third Step: Working in Groups; 4.4 Assessment; 5 Results; 5.1 Deliverables; 5.2 Examples of Some Resulting Projects; 5.3 Evaluation of the Learning Experience; 6 Conclusions and Future Directions; References; Multimedia as a Modern Didactic Tool -- Windows EDU Proof of Concept Project at Czech Technical University in Prague; Abstract; 1 Introduction; 2 Approach; 3 Outcomes; 3.1 E-U-R; 3.2 Examples of Selected Concepts; References; Gamification in 11th Grade Mathematics Lessons -- One Possible Interactive Approach; Abstract; 1 Introduction; 2 Gamification. | |
| 520 | 3 | _aThis book presents the proceedings of the 19th International Conference on Interactive Collaborative Learning, held 21-23 September 2016 at Clayton Hotel in Belfast, UK. We are currently witnessing a significant transformation in the development of education. The impact of globalisation on all areas of human life, the exponential acceleration of developments in both technology and the global markets, and the growing need for flexibility and agility are essential and challenging elements of this process that have to be addressed in general, but especially in the context of engineering education. To face these topical and very real challenges, higher education is called upon to find innovative responses. Since being founded in 1998, this conference has consistently been devoted to finding new approaches to learning, with a focus on collaborative learning. Today the ICL conferences have established themselves as a vital forum for the exchange of information on key trends and findings, and of practical lessons learned while developing and testing elements of new technologies and pedagogies in learning. | |
| 988 | _aEBOOK, asignarmaterias, EBSPRINGER_2017B | ||
| 650 | 7 |
_aTecnología educativa _2embne _9140923 |
|
| 700 | 1 |
_aAuer, Michael E., _d1948- _eeditor literario |
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| 700 | 1 |
_aGuralnick, David, _eeditor literario |
|
| 700 | 1 |
_aUhomoibhi, J. O., _eeditor literario |
|
| 856 | 4 | 0 |
_uhttps://go.openathens.net/redirector/universidadeuropea.es?url=http://link.springer.com/10.1007/978-3-319-50340-0 _zAcceso a este recurso digital (usuarios Universidad Europea de Madrid) |
| 942 |
_2lcc _cLE |
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| 998 |
_b02/2018 _dz _e- _zSI |
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