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020 _a3319503391
020 _a3319503405
_q(electronic bk.)
020 _a9783319503394
020 _a9783319503400
_q(electronic bk.)
020 _z9783319503394
_q(print)
035 _a(OCoLC)967656042
_z(OCoLC)974651200
_z(OCoLC)985293526
_z(OCoLC)1005809251
_z(OCoLC)1012044345
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050 4 _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
337 _aelectrónico
_bc
_2rdamedia
338 _arecurso electrónico
_bcr
_2rdacarrier
347 _atext file
_bPDF
_2rda
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
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
998 _b02/2018
_dz
_e-
_zSI