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Visions and Concepts for Education 4.0

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Table of Contents

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    Book Overview
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    Chapter 1 Devising a Prototype Model for Assessing Digital Competencies Based on the DigComp Proficiency Levels
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    Chapter 2 Low Cost and User Friendly IoT Laboratory: Design and Implementation
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    Chapter 3 Curriculum Based Accessible Learning for Schools Using ICT Methods
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    Chapter 4 An Assessment of the Pedagogical Style of Online Software Courses
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    Chapter 5 The Role of Competency Development in the Implementation of Portfolio-Based Education in Higher Education
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    Chapter 6 Education 4.0: Remote Learning and Experimenting in Laboratory for Automation
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    Chapter 7 Developing Workforce Skills for Industry 4.0
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    Chapter 8 Work-in-Progress: Gamification and Design Thinking–A Motivational Analysis of an International, Interdisciplinary, Team-Based University Course
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    Chapter 9 Multimodal Access to Scientific Experiments Through the RIALE Platform - Main Steps of Bioinformatics Analysis
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    Chapter 10 New Approaches for Understanding Some Concepts from History Using Engineering Techniques
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    Chapter 11 Work in Progress: “Embedding Graduate Skills in Online Courses”
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    Chapter 12 Genetic Algorithms to Generate Data for a Social Learning Recommendation Approach
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    Chapter 13 The Learning Factory: Self-directed Project-Based Education
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    Chapter 14 Enhancing Practical Learning in Undergraduate Chemical Engineering Courses via Integration of Commercial Process Modelling Software
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    Chapter 15 Self-directed Learning Compared to Traditional Engineering Approach: Case Studies in Developing Machine Learning Capabilities to Solve Practical Problems
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    Chapter 16 Introduction of IDEEA (International Design and Engineering Education Association) Program
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    Chapter 17 Online Teaching and Learning in India During Lockdown and Its Impact on Teaching Practices
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    Chapter 18 The Role of Educational Neuroscience in Distance Learning. Knowledge Transformation Opportunities
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    Chapter 19 Interdisciplinary Megaprojects in Blended Problem-Based Learning Environments: Student Perspectives
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    Chapter 20 Collaboration with Industry in the Development and Assessment of a PBL Course
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    Chapter 21 Padlet in IDEEA Global Course and Project
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    Chapter 22 Low Cost Simulation Lab for Teaching Control Theory Concepts
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    Chapter 23 Work-in-Progress: Blended Learning in Engineering Education in Peru. A Systematic Review of University Theses
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    Chapter 24 Student Perceptions of Screencast Video Feedback for Summative Project Assessment Tasks in an Engineering Technology Management Course
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    Chapter 25 Knowledge Building Processes Between Interaction and Collaboration
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    Chapter 26 Problem Based Learning in Finite Element Analysis
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    Chapter 27 Recursion Versus Iteration: A Comparative Approach for Algorithm Comprehension
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    Chapter 28 Integrated Thinking - A Cross-Disciplinary Project-Based Engineering Education
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    Chapter 29 A Flipped Design of Learning Resources for a Course on Algorithms and Data Structures
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    Chapter 30 Adaptation to On-Line Teaching with the Access of Social Networks
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    Chapter 31 Work-in-Progress: Using the PerFECt Framework to Design and Implement Blended Learning Activities to Introduce the Binary System in Primary School Students
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    Chapter 32 Measuring Student Confidence in the Intercultural, Cooperative Teaching of Ancient Greek via Semiotic Feedback
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    Chapter 33 Transition from In-Class to Online Lectures During a Pandemic
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    Chapter 34 Providing On-Demand Feedback for Improved Learning of Logical Reasoning in Computer Science and Software Engineering
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    Chapter 35 Open Educational Resources for Environmental Education
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    Chapter 36 Cloud-Based Education: Why Corporate Educational Platforms Lead Total Distance Learning Shift?
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    Chapter 37 Multimodal Environment for Studying the Behavior of Autonomous Vehicles in Traffic Situations
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    Chapter 38 A Low Cost Simulation to Replace a Physical Demo for Teaching Vibration Concepts
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    Chapter 39 Poster: Efficient Analysis of Frequency Demodulation in Remote Laboratory
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    Chapter 40 Examining the Effects of Privacy-Aware Blended Learning Scenarios in Executive Training for Policymakers and Government Officials
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    Chapter 41 How National and Institutional Policies Facilitate Academic Resilience and E-Learning in the Unprecedented Time?
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    Chapter 42 Shared Remote Lab
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    Chapter 43 The Impact of a Gamified E-Learning Environment in Students Attitude: A Case Study
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    Chapter 44 Lessons Learned from Sudden Transition to On-line Learning
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    Chapter 45 Evaluation of Challenge Based Learning Experiences in Engineering Programs: The Case of the Tecnologico de Monterrey, Mexico
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    Chapter 46 A Timed Discussion Forum for Novice Users and Self-learners of Spoken Tutorials
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    Chapter 47 Integrated Online Wind Tunnel Experiments and Assessment for Contingency Scenario: Case Study at the British University in Egypt (BUE)
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    Chapter 48 Online Implementation of Structural Analysis Tool for Remote Learning
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    Chapter 49 Work in Progress: The Effectiveness of Using Blended Learning on Developing Egyptian EFL Learners’ Language Skills
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    Chapter 50 Effectiveness of E-Assessment in Quantitative Modules, COVID-19 Consequences: A Case Study by the British University in Egypt
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    Chapter 51 A Framework for Harnessing Analytics to Augment the Development of Academic Action Plans
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    Chapter 52 The Effectiveness of Using Collaborative Learning Systems to Prevent Spread of Coronavirus
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    Chapter 53 A Remotely Accessible in-Door C-Band Solar Simulator for PV Cells Characterization: Educational Technology Case Study in the British University in Egypt (BUE)
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    Chapter 54 A Concept Extraction System with Rich Multimedia Learning Resources for Children
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    Chapter 55 Visualizing Children Stories with Generated Image Sequences
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    Chapter 56 Image Steganography Using Auto Encoder-Decoder Based Deep Learning Method
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    Chapter 57 Gamified Educational Mobile Application to Support Healthy Lifestyle
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    Chapter 58 Utilising Virtual Communities of Practice to Facilitate Clean Sport Education in Europe
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    Chapter 59 Evaluating a Serious Game for Anti-doping on Adolescents
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    Chapter 60 Design and Expert Evaluation of a Serious Game for Halting Harassment and Abuse in Sports
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Title
Visions and Concepts for Education 4.0
Published by
Springer International Publishing, January 2021
DOI 10.1007/978-3-030-67209-6
ISBNs
978-3-03-067208-9, 978-3-03-067209-6
Editors

Michael E. Auer, Dan Centea

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