Higher Education for All. From Challenges to Novel Technology-Enhanced Solutions [electronic resource] : First International Workshop on Social, Semantic, Adaptive and Gamification Techniques and Technologies for Distance Learning, HEFA 2017, Maceió, Brazil, March 20–24, 2017, Revised Selected Papers / edited by Alexandra I. Cristea, Ig Ibert Bittencourt, Fernanda Lima.
Materialtyp:
TextSerie: Communications in Computer and Information Science ; 832Utgivningsuppgift: Cham : Springer International Publishing : Imprint: Springer, 2018Utgåva: 1st ed. 2018Beskrivning: XII, 207 p. 57 illus. online resourceInnehållstyp: - text
- computer
- online resource
- 9783319979342
- 371.334 23
- LB1028.43-1028.75
Innehåll:
I: Springer Nature eBookSammanfattning: This book constitutes the thoroughly refereed proceedings of the Researcher Links Workshop: Higher Education for All, held in Maceió, Brazil, in March 2017. The 12 full papers presented were carefully reviewed and selected from 31 submissions. The papers deal with a large spectrum of topics, including higher education, technology-enhanced solutions, user modelling, user grouping, gamification, educational games, MOOCs, e-learning, open educational resources, collaborative learning, student modelling, serious games, language analysis.
Higher Education online around the world -- User modelling and grouping -- Technology-enhanced Solutions: Gamification and educational games.
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Higher Education online around the world -- User modelling and grouping -- Technology-enhanced Solutions: Gamification and educational games.
This book constitutes the thoroughly refereed proceedings of the Researcher Links Workshop: Higher Education for All, held in Maceió, Brazil, in March 2017. The 12 full papers presented were carefully reviewed and selected from 31 submissions. The papers deal with a large spectrum of topics, including higher education, technology-enhanced solutions, user modelling, user grouping, gamification, educational games, MOOCs, e-learning, open educational resources, collaborative learning, student modelling, serious games, language analysis.
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