
Technology and Innovation in Learning, Teaching and Education
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The three-volume set CCIS 2479-2481 constitutes the proceedings of the 4th International Conference on Technology and Innovation in Learning, Teaching and Education, TECH-EDU 2024, held in Abu Dhabi, United Arab Emirates, during November 13-15, 2024 .
The 79 full papers presented in this volume were carefully reviewed and selected from 167 submissions. The papers are organized in the following topical sections:
Part I: Artificial Intelligence in Education; Emerging Technologies and Learning Environments.
Part II: Open Education, Digital Resources and Online Assessment; Pedagogical and Curricular Innovation.
Part III:
Technology Integration and Educational Policy
.
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Content
.- Artificial Intelligence in Education.
.- Understanding AI Integration Challenges in Education: A Brief Systematic Literature Review.
.- Unlocking the Potential of Large Language Models for AI-Assisted Medical Education: A Case Study with ChatGPT.
.- Leveraging Generative Artificial Intelligence for Analyzing Handwritten Chemistry Notes: A chatbot support for Students queries.
.- Enhancing Computer Programming Education: Integrating Advanced AI Tools for Challenging Curriculum Projects.
.- Artificial Intelligence and Machine Learning in Primary Education: A Case Study in Portugal.
.- Improving Teaching with Artificial Intelligence Scaffolding in Physics Education with GPT.
.- Integrating Computational Thinking and Artificial Intelligence into Mathematics Education: A Pathway for the 21st Century.
.- The Impact of Artificial Intelligence on Flipped and Online Learning.
.- Personalization of a learning environment supported by AI for vocational training based on skills required: A research proposal.
.- Large Language Models and Intelligent Agents in Education.
.- Course design with artificial intelligence agents.
.- Emerging Technologies and Learning Environments.
.- The Degree of Contribution of Smart Digital learning Platforms to the Development of Entrepreneurship: the KKUx Platform as a Model.
.- Arabic-Indonesian Translation Errors: An Analysis of Google Translate for Arabic Language Students.
.- Electromagnetic waves all around us. Put your glasses on and sense them.
.- Driving Engagement in Learning: Exploring the Impact of an Augmented Reality Mobile Application for Astronomy Education.
.- Exploring the impact of modern board game and video game playing frequency on critical thinking.
.- Serious Game Design for Green Mobility: A Lean Inception Approach.
.- Digital games' instrumental orchestrations to enhance integral calculus learning - a case study.
.- How museums are changing their visitors' experience with new formats and approaches to digital storytelling.
.- Teaching Programming with Makey Makey in Lower Secondary School.
.- Learning design integrating a gamified Augmented Reality application.
.- Towards Meaningful Learning: a Home-Grown Approach to Teaching and Learning in Developing Country.
.- EduGenZ: A gamified educational framework for GenZ using affective and immersive technology.
.- Taking a Flight with Drones in STEM Education: Benefits, Affordances, Facilitating Factors and Challenges.
.- Students as Users of Augmented Reality Glasses: Their Experiences and Perceptions.
.- MindOfMine v.2: Towards a Closed-Loop Serious Game Platform for Personalized Cognitive Enhancement in Mental Disorders.
.- Educational Robotics to support Kindergarten Student's Problem-Solving Skills: a case study.
.- Guidelines for Using Mixed Reality to Teach STEM Subjects.
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