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Internet of Things, Infrastructures and Mobile Applications

- Proceedings of the 13th IMCL Conference

Bag om Internet of Things, Infrastructures and Mobile Applications

A Framework for Developing a Set of Games for Children Diagnosed with Autism.- LinkLearn: Blockchain Technology As A Learning Tool.- New Era of the Nano-Electronic Devices - One of the Most Adaptive Learning Areas for the Next Period.- Open Source Online Conference System for Industry Experts Participation in Education.- Interactive TV And Music Education - Mobile Music Practices & Limitations: Learning Byzantine Music Online.- An Analysis For The Identification Of Use And Development Of Game Design Strategies For Early Childhood Learners.- Measuring knowledge gains in an m-learning intervention: The case of ChildConnect South Africa.- Measuring Uptake and Engagement in an m-learning Intervention: The Case of ChildConnect South Africa.- Development of a Classroom Response System: a Web-based approach used in SEPT.- Analysis of the Perception of Students of the Autonomous University of Baja California Sur for the use of m-learning environments in higher education.- Work-in-Progress: Development of a Framework for Incorporating Usability aspects with Digital Didactical Design for Mobile/Tablet based Learning in Pre-primary Education.- Promoting Authentic Student Assessment For STEM Project-Based Learning Activities.- Predictive Modelling Concerning Mobile Learning Advance.- Assessing Early Grade Mathematics Learner Outcomes Using m-Learning.- Users'' and Experts'' Evaluation of TARGET: a Serious Game for Mitigating Performance Enhancement Culture in Youth.- Poster: Exploring the Educational Affordances of an Academic Eportfolio for Engineer Students Through a Self-Regulated Learning Framework.- M-health as a Tool in the Cognitive Flexibility of the Elderly.- Critical categorization of Android and IOS Applications available for STEAM Education inEarly Childhood.- Museum exhibits that interact with students'' mobile devices. The case of Hellenic Maritime Museum.- Can Elementary Students Design Interactions And Learning Representations Of Educational Apps? The We!Design!Fractions Participatory Approach.- Pedagogical Considerations for Mobile-based Augmented Reality Learning Environments.- Machine learning & Deep learning: Recent Overview in Medical Care.- Learn to Code, an Interactive Application to Promote Mobile Student-Centred Learning.- Emerging Technologies and Augmented Reality in the development of Learning and Human Potential.- Level of Digital Literacies among Austrian College Students Assessed with an Online Survey.- A Gamefied Educational Network for Collaborative Learning.- Dynamic Mobile Student Response Approach.- Poster: The Use of a Virtual Personal Assistant (FENNChat) as a Platform for Providing Automated Responses to ODL Students'' Queries at UNISA.- Poster: Proposal of an Intelligent Model for Remote Tutoring.- A Comparative Study Of Augmented Reality Platforms For Building Educational Mobile Applications.- M-Learning: Are We Ready to Go Mobile?.- Framework For Automatic VPN Access To Remotely Discovered Resources.- Poster: Learn To Love My Grandchild Design With The User.- Enhancing Second Language Listening Skills through Smartphones: A Case Study.- Exposing Rural Indian Students to Mobile Assisted Language Learning: A Case Study.- How Can Facebook Use In Education Be Realized As Crowdsourcing Of Learning? An Exploration Of Junior, Senior And Graduates Working Together.- Concept of Digital Competences In-service Training Systems.- Means of Cyber Security Aspects Studying in Maritime Specialists Education.- Evaluating a Coaching MOOC Course to Support Dual Career of Athletes.- LoRa Technology Benefits in Educational Institutes.- Three IoT Wearables in Five European Cities! Reality and Perception.- Work-in-Progress: Designing an E-c

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  • Sprog:
  • Engelsk
  • ISBN:
  • 9783030499310
  • Indbinding:
  • Paperback
  • Sideantal:
  • 1132
  • Udgivet:
  • 11. September 2020
  • Udgave:
  • 12021
  • Størrelse:
  • 155x235x0 mm.
  • Vægt:
  • 1708 g.
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Leveringstid: 2-3 uger
Forventet levering: 23. Juli 2024

Beskrivelse af Internet of Things, Infrastructures and Mobile Applications

A Framework for Developing a Set of Games for Children Diagnosed with Autism.- LinkLearn: Blockchain Technology As A Learning Tool.- New Era of the Nano-Electronic Devices - One of the Most Adaptive Learning Areas for the Next Period.- Open Source Online Conference System for Industry Experts Participation in Education.- Interactive TV And Music Education - Mobile Music Practices & Limitations: Learning Byzantine Music Online.- An Analysis For The Identification Of Use And Development Of Game Design Strategies For Early Childhood Learners.- Measuring knowledge gains in an m-learning intervention: The case of ChildConnect South Africa.- Measuring Uptake and Engagement in an m-learning Intervention: The Case of ChildConnect South Africa.- Development of a Classroom Response System: a Web-based approach used in SEPT.- Analysis of the Perception of Students of the Autonomous University of Baja California Sur for the use of m-learning environments in higher education.- Work-in-Progress: Development of a Framework for Incorporating Usability aspects with Digital Didactical Design for Mobile/Tablet based Learning in Pre-primary Education.- Promoting Authentic Student Assessment For STEM Project-Based Learning Activities.- Predictive Modelling Concerning Mobile Learning Advance.- Assessing Early Grade Mathematics Learner Outcomes Using m-Learning.- Users'' and Experts'' Evaluation of TARGET: a Serious Game for Mitigating Performance Enhancement Culture in Youth.- Poster: Exploring the Educational Affordances of an Academic Eportfolio for Engineer Students Through a Self-Regulated Learning Framework.- M-health as a Tool in the Cognitive Flexibility of the Elderly.- Critical categorization of Android and IOS Applications available for STEAM Education inEarly Childhood.- Museum exhibits that interact with students'' mobile devices. The case of Hellenic Maritime Museum.- Can Elementary Students Design Interactions And Learning Representations Of Educational Apps? The We!Design!Fractions Participatory Approach.- Pedagogical Considerations for Mobile-based Augmented Reality Learning Environments.- Machine learning & Deep learning: Recent Overview in Medical Care.- Learn to Code, an Interactive Application to Promote Mobile Student-Centred Learning.- Emerging Technologies and Augmented Reality in the development of Learning and Human Potential.- Level of Digital Literacies among Austrian College Students Assessed with an Online Survey.- A Gamefied Educational Network for Collaborative Learning.- Dynamic Mobile Student Response Approach.- Poster: The Use of a Virtual Personal Assistant (FENNChat) as a Platform for Providing Automated Responses to ODL Students'' Queries at UNISA.- Poster: Proposal of an Intelligent Model for Remote Tutoring.- A Comparative Study Of Augmented Reality Platforms For Building Educational Mobile Applications.- M-Learning: Are We Ready to Go Mobile?.- Framework For Automatic VPN Access To Remotely Discovered Resources.- Poster: Learn To Love My Grandchild Design With The User.- Enhancing Second Language Listening Skills through Smartphones: A Case Study.- Exposing Rural Indian Students to Mobile Assisted Language Learning: A Case Study.- How Can Facebook Use In Education Be Realized As Crowdsourcing Of Learning? An Exploration Of Junior, Senior And Graduates Working Together.- Concept of Digital Competences In-service Training Systems.- Means of Cyber Security Aspects Studying in Maritime Specialists Education.- Evaluating a Coaching MOOC Course to Support Dual Career of Athletes.- LoRa Technology Benefits in Educational Institutes.- Three IoT Wearables in Five European Cities! Reality and Perception.- Work-in-Progress: Designing an E-c

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