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Preface; 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

3.3 Android Linux Kernel3.4 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

4.2 Second Step: Working in Pairs4.3 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

2.1 Overview of Definitions2.2 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

3.1 Microcontroller Special Topics3.2 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

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