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Table of Contents
Intro
TEEM 2022 Preface
Organization
Contents
Trends on Computational Thinking, Engineering Education, Technology in Medicine, Qualitative and Mixed Methods, Diversity in STEM, Lab-Based Education, Technology and Education, Gamification and Games for Learning and Smart Learning at TEEM 2022
1 Computational Thinking and Robotics in Education
1.1 Introduction
1.2 Computational Thinking and Robotics Papers in TEEM 2022
2 Engineering Education: Teachers' and Students' Competences Recent Developments
2.1 Introduction
2.2 Engineering Education Papers in TEEM 2022
3 Technological Applications in Medical Training and Practice
3.1 Introduction
3.2 Technological Applications in Medicine Papers in TEEM 2022
4 Implementation of Qualitative and Mixed Methods Researches
4.1 Introduction
4.2 Qualitative and Mixed Methods Papers in TEEM 2022
5 Bridging the Diversity Gap in STEM
5.1 Introduction
5.2 Diversity and Gender Gap in STEM Papers TEEM 2022
6 Lab-Based Education in STEM
6.1 Introduction
6.2 Lab-Based Education Papers in TEEM 2022
7 Identity, Technology and Education. Identity Construction Processes in Hyperconnected Ecosystems
7.1 Introduction
7.2 Identity, Technology and Education Papers in TEEM 2022
8 Gamification and Games for Learning (GAMILEARN)
8.1 Introduction
8.2 Gamification and Games for Learning Papers in TEEM 2022
9 Smart Learning
9.1 Introduction
9.2 Smart Learning Papers in TEEM 2022
References
Computational Thinking and Robotics in Education
Vocabulary Enrichment in Mother Language After Preschoolers' Interaction with a Social Robot
1 Introduction
2 The Present Study
2.1 Aim
2.2 Method
2.3 Results
3 Discussion
4 Conclusions
References
The Way for Learning Initial Programming: Activities, Feedback, and Predict Model
1 Introduction
2 Context and Background
2.1 Study Group
3 Methodology
3.1 Stage 1-Problem Identification and Motivation
3.2 Step 2-Define the Objectives of a Solution
3.3 Step 3-Create an Artefact
3.4 Step 4-Demonstration
3.5 Step 5-Evaluation
3.6 Step 6-Communication
4 Conclusion
References
Educational Robotics and Dyslexia: Investigating How Reinforcement Learning in Robotics Can Be Used to Help Support Students with Dyslexia
1 Introduction
2 Research Design and Method
3 Critical Literature Review of Reinforcement Learning and Dyslexia with Robotics
3.1 Machine Learning/AI and Reinforcement Learning
4 Conceptual Model for Support Assistant for Robot with Reinforcement Learning
5 Conclusions
References
Designing Exercises for Block-Based Languages: The Case of ScratchJr
1 Introduction
2 Features of Block-Based Programming in ScratchJr
TEEM 2022 Preface
Organization
Contents
Trends on Computational Thinking, Engineering Education, Technology in Medicine, Qualitative and Mixed Methods, Diversity in STEM, Lab-Based Education, Technology and Education, Gamification and Games for Learning and Smart Learning at TEEM 2022
1 Computational Thinking and Robotics in Education
1.1 Introduction
1.2 Computational Thinking and Robotics Papers in TEEM 2022
2 Engineering Education: Teachers' and Students' Competences Recent Developments
2.1 Introduction
2.2 Engineering Education Papers in TEEM 2022
3 Technological Applications in Medical Training and Practice
3.1 Introduction
3.2 Technological Applications in Medicine Papers in TEEM 2022
4 Implementation of Qualitative and Mixed Methods Researches
4.1 Introduction
4.2 Qualitative and Mixed Methods Papers in TEEM 2022
5 Bridging the Diversity Gap in STEM
5.1 Introduction
5.2 Diversity and Gender Gap in STEM Papers TEEM 2022
6 Lab-Based Education in STEM
6.1 Introduction
6.2 Lab-Based Education Papers in TEEM 2022
7 Identity, Technology and Education. Identity Construction Processes in Hyperconnected Ecosystems
7.1 Introduction
7.2 Identity, Technology and Education Papers in TEEM 2022
8 Gamification and Games for Learning (GAMILEARN)
8.1 Introduction
8.2 Gamification and Games for Learning Papers in TEEM 2022
9 Smart Learning
9.1 Introduction
9.2 Smart Learning Papers in TEEM 2022
References
Computational Thinking and Robotics in Education
Vocabulary Enrichment in Mother Language After Preschoolers' Interaction with a Social Robot
1 Introduction
2 The Present Study
2.1 Aim
2.2 Method
2.3 Results
3 Discussion
4 Conclusions
References
The Way for Learning Initial Programming: Activities, Feedback, and Predict Model
1 Introduction
2 Context and Background
2.1 Study Group
3 Methodology
3.1 Stage 1-Problem Identification and Motivation
3.2 Step 2-Define the Objectives of a Solution
3.3 Step 3-Create an Artefact
3.4 Step 4-Demonstration
3.5 Step 5-Evaluation
3.6 Step 6-Communication
4 Conclusion
References
Educational Robotics and Dyslexia: Investigating How Reinforcement Learning in Robotics Can Be Used to Help Support Students with Dyslexia
1 Introduction
2 Research Design and Method
3 Critical Literature Review of Reinforcement Learning and Dyslexia with Robotics
3.1 Machine Learning/AI and Reinforcement Learning
4 Conceptual Model for Support Assistant for Robot with Reinforcement Learning
5 Conclusions
References
Designing Exercises for Block-Based Languages: The Case of ScratchJr
1 Introduction
2 Features of Block-Based Programming in ScratchJr