
Teil der Reihe: Education (R0)
Research on E-Learning and ICT in Education
Inhaltsangabe
Part I: Teacher Education, Digital Competence, and Pedagogical Practices. Chapter 1: Investigating Greek Teachers’ Training Needs in Digital Competence: Validation of the DigCompEdu Check-In Scale Using Structural Equation Modeling. Chapter 2: Teachers’ beliefs and pedagogical thinking about flipped learning. Chapter 3: Computational Thinking in Early Childhood Education. Significance, approaches and challenges ahead. Chapter 4: Teaching Fractions to Third-Grade Students Using Enriched Books – A Case Study. Chapter 5: Directed AI: the future of AI for instructional design. Chapter 6: TSM-SGP: Taxonomy of Support Methods in Serious Games for Programming. Chapter 7: Serious Games design for Higher Education: Aligning Bloom’s Taxonomy, Cognitive Theory of Multimedia Learning, and Gamification for effective learning. Chapter 8: Insights from Pre-Service Teachers Designing Location-Based Game. Part II: Inclusive and Immersive Technologies in Education. Chapter 9: Augmented Reality Affordances in Physics Education for Students with Intellectual Disabilities. Chapter 10: Enhancing Participation of Students with Autism in Inclusive Educational Robotics: An Action Research. Chapter 11: Augmented reality educational games for disaster management and preparedness. The case of Virtual School.
Produktdetails
- Erscheinungsdatum: 15.11.2025
- Autor/Autorin: Ioannis Kazanidis
- Reihe: Education (R0)
- Format: E-Book
- Dateiformat: PDF
- Kopierschutz: Wasserzeichen
- Dateigröße: 11.6 MB
- Verlag: SPRINGER
- Sprache: Englisch
- Umfang: 268 Seiten
- ISBN: 9783031999611
- Lieferung: Sofort per Download
- Hinweis: Sofort per Download lieferbar. Kein physischer Versand.
- Kompatibilität: Lesbar auf Geräten und Apps mit PDF-Unterstützung.
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