{"product_id":"9783030779429","title":"Learning and Collaboration Technologies: Games and Virtual Environments for Learning (Lecture Notes in Computer Science 12785) (1st ed. 2021. 2021. xxiv, 343 S. 28 SW-Abb., 95 Farbabb. 235 mm)","description":"This two-volume set LNCS 12784 and 12785 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 posters included in the 39 HCII 2021 proceedings volumes was carefully reviewed and selected from 5222 submissions. The papers of LCT 2021, Part II, focus on Games and Gamification in Learning; Chatbots in Learning; AR, VR and Robots in Learning\u003cb\u003e.\u003c\/b\u003e\u003cp\u003e\u003c\/p\u003e Quiz Tools in Algorithms Courses: Applying Educational Gamification Design Principles and Encouraging Students' Interaction\u003cb\u003e.- \u003c\/b\u003eFLCARA: Frog Life Cycle Augmented Reality Game-based Learning Application\u003cb\u003e.- \u003c\/b\u003ePreschool Children Scientific Concept and Developing their Creativity\u003cb\u003e.- \u003c\/b\u003eTransforming Classic Learning Games with the Use of AR: The Case of the Word Hangman Game\u003cb\u003e.- \u003c\/b\u003eEducational Video Game Design for Teaching and Learning Musical Harmony\u003cb\u003e.- \u003c\/b\u003eA Video Game-Like Approach to Supporting Novices in Learning Programming\u003cb\u003e.- \u003c\/b\u003eCompleteness and Collaboration in the Early Design Phase of Learning Games: Do Ideation Cards Provide Scaffolding?\u003cb\u003e .- \u003c\/b\u003eMobile Game-Based Learning in Distance Education: A Mixed Analysis of Learners' Emotions and Gaming Features\u003cb\u003e.- \u003c\/b\u003eTangible Solutions for Learning Basic Math Skills: Exploring Concepts of Emotions and Enaction\u003cb\u003e.- \u003c\/b\u003eUniversity Student Surveys using Chatbots: Artificial Intelligence Conversational Agents\u003cb\u003e.-\u003c\/b\u003eAn Overview of the Use of Chatbots in Medical and Healthcare Education\u003cb\u003e.- \u003c\/b\u003eStudying how to Apply Chatbots Technology in Higher-Education: First Results and Future Strategies\u003cb\u003e.- \u003c\/b\u003e'Are you OK?' Students' Trust in a Chatbot Providing Support Opportunities\u003cb\u003e.- \u003c\/b\u003eUsability and User Experience of a Chat Application with Integrated Educational Chatbot Functionalities\u003cb\u003e.- \u003c\/b\u003eEnvisioned Pedagogical Uses of Chatbots in Higher Education and Perceived Benefits and Challenges\u003cb\u003e.- \u003c\/b\u003eTowards a New Chemistry Learning Platform with Virtual Reality and Haptics\u003cb\u003e.- \u003c\/b\u003eEffect of Height in Telepresence Robots on the Users' Spatial Awareness\u003cb\u003e.- \u003c\/b\u003eDriving Success: Virtual Team Building through Telepresence Robots\u003cb\u003e.- \u003c\/b\u003eDesign of Children's Entertainment \u0026amp; Education Products Based on AR Technology\u003cb\u003e.- \u003c\/b\u003eHeritage Augmented Reality Applications for Enhanced User Experience - A Case Study of AR Videogames for Children at Archeological Site of Empuries, Spain\u003cb\u003e.- \u003c\/b\u003eEvaluationDesign for Learning with Mixed Reality in Mining Education based on a Literature Review\u003cb\u003e.- \u003c\/b\u003eAcceptance of Social and Telepresence Robot Assistance in German Households\u003cb\u003e.- \u003c\/b\u003eStudent Response Systems in Remote Teaching\u003cb\u003e.- \u003c\/b\u003eE-Learning and M-Learning Technological Intervention in Favor of Mathematics\u003cb\u003e.- \u003c\/b\u003eTeaching Lung Pathology during a Pandemic: Can Further Developments of an Online Quiz Primer Improve the Engagement of Students in a Completely on-Line Delivery?\u003cb\u003e .- \u003c\/b\u003eHow to Asses Empathy during Online Classes\u003cb\u003e.- \u003c\/b\u003eCodeLab: an Online Laboratory for Learning to Code\u003cb\u003e.- \u003c\/b\u003eEngaging Students in Online Language Learning during a Pandemic\u003cb\u003e.- \u003c\/b\u003eThe Global Challenge of Designing E-learning Tools for Computational Thinking: a Comparison between East Asia and Scandinavia\u003cb\u003e.- \u003c\/b\u003eThe Effects of the Sudden Switch to Remote Learning Due to Covid-19 on HBCU Students and Faculty\u003cb\u003e.- \u003c\/b\u003eFrom Studios to Laptops: Challenges in Imparting Design Education Virtually\u003cb\u003e.-\u003c\/b\u003eTeaching-Learning in the Industrial Engineering Career in Times of COVID-19\u003cb\u003e.- \u003c\/b\u003eDesigning Learning Environments in a Digital Time - Experiences in two Different Subjects at NTNU, Norway Autumn 2020\u003cb\u003e.- \u003c\/b\u003eRapid 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.","brand":"SPRINGER, BERLIN; SPRINGER INTERNATIONAL PUBLISHING;","offers":[{"title":"Default Title","offer_id":49811907084536,"sku":"00000_00000_00000_00000","price":146.85,"currency_code":"AUD","in_stock":true}],"url":"https:\/\/kinokuniya.com.au\/products\/9783030779429","provider":"Books Kinokuniya Australia","version":"1.0","type":"link"}