
Innovative Technologies and Learning
4th International Conference, ICITL 2021, Virtual Event, November 29 - December 1, 2021, Proceedings
Springer (Publisher)
Published on 24. November 2021
Book
Paperback/Softback
XVI, 602 pages
978-3-030-91539-1 (ISBN)
Description
This book constitutes the refereed proceedings of the 4th International Conference on Innovative Technologies and Learning, ICITL 2021, held in November/December 2021. Due to COVID-19 pandemic the conference was held virtually.
The 59 full papers presented together with 2 short papers were carefully reviewed and selected from 110 submissions. The papers are organized in the following topical sections: Artificial Intelligence in Education; Augmented, Virtual and Mixed Reality in Education; Computational Thinking in Education; Design Framework and Model for Innovative learning; Education Practice Issues and Trends; Educational Gamification and Game-based Learning; Innovative Technologies and Pedagogies Enhanced Learning; Multimedia Technology Enhanced Learning; Online Course and Web-Based Environment; and Science, Technology, Engineering, Arts and Design, and Mathematics.
More details
Series
Edition
1st ed. 2021
Language
English
Place of publication
Cham
Switzerland
Publishing group
Springer International Publishing
Target group
Professional and scholarly
Illustrations
21 s/w Abbildungen, 166 farbige Abbildungen
XVI, 602 p. 187 illus., 166 illus. in color.
Dimensions
Height: 235 mm
Width: 155 mm
Thickness: 34 mm
Weight
925 gr
ISBN-13
978-3-030-91539-1 (9783030915391)
DOI
10.1007/978-3-030-91540-7
Schweitzer Classification
Other editions
Additional editions

Yueh-Min Huang | Chin-Feng Lai | Tânia Rocha
Innovative Technologies and Learning
4th International Conference, ICITL 2021, Virtual Event, November 29 - December 1, 2021, Proceedings
E-Book
11/2021
Springer
€117.69
Available for download
Content
Artificial Intelligence in Education.- sign Framework and Model for Innovative learning.- Education Practice Issues and Trends.- Educational Gamification and Game-based Learning.-nnovative Technologies and Pedagogies Enhanced Learning.- Multimedia Technology Enhanced Learning.- Online Course and Web-Based Environment; and Science.- Technology, Engineering, Arts and Design, and Mathematics.