001437903 000__ 06932cam\a2200709\i\4500 001437903 001__ 1437903 001437903 003__ OCoLC 001437903 005__ 20230309004238.0 001437903 006__ m\\\\\o\\d\\\\\\\\ 001437903 007__ cr\cn\nnnunnun 001437903 008__ 210707s2021\\\\sz\a\\\\o\\\\\101\0\eng\d 001437903 019__ $$a1266811928 001437903 020__ $$a9783030779436$$q(electronic bk.) 001437903 020__ $$a3030779432$$q(electronic bk.) 001437903 020__ $$z9783030779429$$q(print) 001437903 0247_ $$a10.1007/978-3-030-77943-6$$2doi 001437903 035__ $$aSP(OCoLC)1259363508 001437903 040__ $$aGW5XE$$beng$$erda$$epn$$cGW5XE$$dOCLCO$$dOCLCF$$dOCLCO$$dDCT$$dOCLCO$$dOCLCQ$$dCOM$$dOCLCO$$dOCLCQ 001437903 049__ $$aISEA 001437903 050_4 $$aLB1028.43$$b.L37 2021eb 001437903 08204 $$a371.33/4$$223 001437903 1112_ $$aLCT (Conference)$$n(8th :$$d2021 :$$cOnline) 001437903 24510 $$aLearning and collaboration technologies :$$bgames and virtual environments for learning : 8th International Conference, LCT 2021, held as part of the 23rd HCI International Conference, HCII 2021, Virtual event, July 24-29, 2021, Proceedings.$$nPart II /$$cPanayiotis Zaphiris, Andri Ioannou (eds.). 001437903 2463_ $$aLCT 2021 001437903 264_1 $$aCham, Switzerland :$$bSpringer,$$c[2021] 001437903 300__ $$a1 online resource (xxiv, 343 pages) :$$billustrations (some color) 001437903 336__ $$atext$$btxt$$2rdacontent 001437903 337__ $$acomputer$$bc$$2rdamedia 001437903 338__ $$aonline resource$$bcr$$2rdacarrier 001437903 347__ $$atext file 001437903 347__ $$bPDF 001437903 4901_ $$aLecture notes in computer science ;$$v12785 001437903 4901_ $$aLNCS sublibrary, SL 3, Information systems and applications, incl. internet/web, and HCI 001437903 500__ $$aIncludes author index. 001437903 5050_ $$aQuiz Tools in Algorithms Courses: Applying Educational Gamification Design Principles and Encouraging Students' Interaction -- FLCARA: Frog Life Cycle Augmented Reality Game-based Learning Application -- Preschool Children Scientific Concept and Developing their Creativity -- Transforming Classic Learning Games with the Use of AR: The Case of the Word Hangman Game -- Educational Video Game Design for Teaching and Learning Musical Harmony -- A Video Game-Like Approach to Supporting Novices in Learning Programming -- Completeness and Collaboration in the Early Design Phase of Learning Games: Do Ideation Cards Provide Scaffolding? -- Mobile Game-Based Learning in Distance Education: A Mixed Analysis of Learners' Emotions and Gaming Features -- Tangible Solutions for Learning Basic Math Skills: Exploring Concepts of Emotions and Enaction -- University Student Surveys using Chatbots: Artificial Intelligence Conversational Agents -- An Overview of the Use of Chatbots in Medical and Healthcare Education -- Studying how to Apply Chatbots Technology in Higher-Education: First Results and Future Strategies -- 'Are you OK?' Students' Trust in a Chatbot Providing Support Opportunities -- Usability and User Experience of a Chat Application with Integrated Educational Chatbot Functionalities -- Envisioned Pedagogical Uses of Chatbots in Higher Education and Perceived Benefits and Challenges -- Towards a New Chemistry Learning Platform with Virtual Reality and Haptics -- Effect of Height in Telepresence Robots on the Users' Spatial Awareness -- Driving Success: Virtual Team Building through Telepresence Robots -- Design of Children's Entertainment & Education Products Based on AR Technology -- Heritage Augmented Reality Applications for Enhanced User Experience -- A Case Study of AR Videogames for Children at Archeological Site of Empuries, Spain -- Evaluation Design for Learning with Mixed Reality in Mining Education based on a Literature Review -- Acceptance of Social and Telepresence Robot Assistance in German Households -- Student Response Systems in Remote Teaching -- E-Learning and M-Learning Technological Intervention in Favor of Mathematics -- Teaching Lung Pathology during a Pandemic: Can Further Developments of an Online Quiz Primer Improve the Engagement of Students in a Completely on-Line Delivery? -- How to Asses Empathy during Online Classes -- CodeLab: an Online Laboratory for Learning to Code -- Engaging Students in Online Language Learning during a Pandemic -- The Global Challenge of Designing E-learning Tools for Computational Thinking: a Comparison between East Asia and Scandinavia -- The Effects of the Sudden Switch to Remote Learning Due to Covid-19 on HBCU Students and Faculty -- From Studios to Laptops: Challenges in Imparting Design Education Virtually -- Teaching-Learning in the Industrial Engineering Career in Times of COVID-19 -- Designing Learning Environments in a Digital Time : Experiences in two Different Subjects at NTNU, Norway Autumn 2020 -- Rapid Response to the Needs of ESL Students of a Technical University in the Time of Emergency Covid-19 Transfer to Online Classes: ITMO University Case Study. 001437903 506__ $$aAccess limited to authorized users. 001437903 520__ $$aThis two-volume set LNCS 12774 and 12775 constitutes the refereed proceedings of the 8th International Conference on Learning and Collaboration Technologies, LCT 2021, held as Part of the 23rd International Conference, HCI International 2021, which took place in July 2021. Due to COVID-19 pandemic the conference was held virtually. The total of 1276 papers and 241 poster papers included in the 39 HCII 2021 proceedings volumes was carefully reviewed and selected from 5222 submissions. The regular papers of LCT 2021, Part II, focus on Games and Gamification in Learning; Chatbots in Learning; AR, VR and Robots in Learning. 001437903 588__ $$aOnline resource; title from PDF title page (SpringerLink, viewed July 7, 2021). 001437903 650_0 $$aEducation$$xData processing$$vCongresses. 001437903 650_0 $$aHuman-computer interaction$$vCongresses. 001437903 650_0 $$aUser-centered system design$$vCongresses. 001437903 650_0 $$aEducational technology$$vCongresses. 001437903 650_6 $$aÉducation$$xInformatique$$vCongrès. 001437903 650_6 $$aConception participative (Conception de systèmes)$$vCongrès. 001437903 650_6 $$aTechnologie éducative$$vCongrès. 001437903 655_7 $$aConference papers and proceedings.$$2fast$$0(OCoLC)fst01423772 001437903 655_7 $$aConference papers and proceedings.$$2lcgft 001437903 655_7 $$aActes de congrès.$$2rvmgf 001437903 655_0 $$aElectronic books. 001437903 7001_ $$aZaphiris, Panayiotis,$$eeditor$$1https://orcid.org/0000-0001-8112-5099 001437903 7001_ $$aIoannou, Andri,$$eeditor$$1https://orcid.org/0000-0002-3570-6578 001437903 7112_ $$aInternational Conference on Human-Computer Interaction$$n(23rd :$$d2021 :$$cOnline) 001437903 77608 $$iPrint version: $$z9783030779429 001437903 77608 $$iPrint version: $$z9783030779443 001437903 830_0 $$aLecture notes in computer science ;$$v12785. 001437903 830_0 $$aLNCS sublibrary.$$nSL 3,$$pInformation systems and applications, incl. Internet/Web, and HCI. 001437903 852__ $$bebk 001437903 85640 $$3Springer Nature$$uhttps://univsouthin.idm.oclc.org/login?url=https://link.springer.com/10.1007/978-3-030-77943-6$$zOnline Access$$91397441.1 001437903 909CO $$ooai:library.usi.edu:1437903$$pGLOBAL_SET 001437903 980__ $$aBIB 001437903 980__ $$aEBOOK 001437903 982__ $$aEbook 001437903 983__ $$aOnline 001437903 994__ $$a92$$bISE