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Learning in the Age of Digital and Green Transition

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Cover of 'Learning in the Age of Digital and Green Transition'

Table of Contents

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    Book Overview
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    Chapter 1 Collaborative Learning Supported by a Brownfield Remediation Case Study
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    Chapter 2 Interactive Collaborative Learning with Explainable Artificial Intelligence
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    Chapter 3 Digital Global Classroom, a Collaborative Online International Learning (COIL) Approach: An Innovative Pedagogical Strategy for Sustainable Competency Development and Dissemination of SDGs in Engineering Higher Education
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    Chapter 4 Digital Communication Tools in Private and Professional Environments
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    Chapter 5 Blended Assessment in Higher Education Collaborative Case Study Work – A Qualitative Study
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    Chapter 6 Learning Units and Micro-contents in the Reinterpreted Online Teaching Space
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    Chapter 7 Learning from Agile Methods: Using a Kanban Board for Classroom Orchestration
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    Chapter 8 Co-creation, Co-learning and Co-teaching Are Key – Developing Intercultural, Collaborative, and Digital Competences Through Virtual Exchange
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    Chapter 9 STEM via Co-teaching. e-me Case Study
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    Chapter 10 Collaborative Augmented Reality Tools for Behavioral Lessons
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    Chapter 11 Perception of Collaborative Student-Led Tutorials with Laboratory Experiments in e-Learning
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    Chapter 12 Self-directed and Collaborative Learning in an Advanced Training Context: Conception and Implementation of an Innovative Online Teacher Qualification Program
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    Chapter 13 Virtual Assistants (Chatbots) as Help to Teachers in Collaborative Learning Environment
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    Chapter 14 An International Digital Learning Experience: The “Reinserta” Challenge
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    Chapter 15 Application of Component Organized Learning Method for DIGSCM 4.0 Hybrid Courses
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    Chapter 16 A Scaffolding Strategy to Organize Collaborative Learning
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    Chapter 17 Effect on the Competencies Development and Collaborative Learning During the COVID-19 Lock Down from a Student Perception
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    Chapter 18 Understanding Collaboration in Virtual Labs: A Learning Analytics Framework Development
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    Chapter 19 Augmented Reality in Engineering Education – A Comparison of Students’ and Teachers’ Perceptions
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    Chapter 20 Digital Twins and Sustainability in Vocational Education and Training: The Case of Structural Environment and Architectural Design in Vocational High Schools
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    Chapter 21 Hands-On Firefighting Training Using a Remote-Controlled Extinguishing Laboratory
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    Chapter 22 Formal Assessment at COVID19 Time via Laboratory Remoting: Solutions and Reflections
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    Chapter 23 Multiplatform Embedded Systems Extension Board - MARTA
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    Chapter 24 Challenges of Hybrid Flexible (HyFlex) Learning on the Example of a University of Applied Sciences
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    Chapter 25 Mentoring Opportunities for Students with Special Needs
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    Chapter 26 Conception of a Machine Learning Driven Adaptive Learning Environment Using Three-Model Architecture
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    Chapter 27 Education 4.0 in the New Normal – Higher Education Goes Agile with E-Portfolio
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    Chapter 28 An Analysis of Barriers and Facilitators for the Development of Digital Competencies of Engineering Students
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    Chapter 29 The Impact of Virtual Learning on Undergraduate and Postgraduate Programmes: A Sri Lankan Experience
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    Chapter 30 A Cloud Computing Service Framework for Guided Life Long Learning
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    Chapter 31 The Design and Implementation of the Cloud-Based System of Open Science for Teachers’ Training
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    Chapter 32 Education for Sustainability: Calculation of the Digital Carbon Footprint
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    Chapter 33 Assessing Students’ Motivation in a University Course on Digital Education
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    Chapter 34 Digital Transformation of Teaching and Perception at TU Graz from the Students’ Perspective: Developments from the Last 17 Years
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    Chapter 35 Towards Virtualizing Structural Engineering Education
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    Chapter 36 Enhancing Media Literacy in Higher Education
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    Chapter 37 Use of Instant Messaging to Improve Communication Between Teachers and Students
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    Chapter 38 Machine Learning Based Emotion Recognition in a Digital Learning Environment
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    Chapter 39 Pocket Labs as a STEM Learning Tool and for Engineering Motivation
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    Chapter 40 Remote Virtual Laboratory Innovation on MIAP Engineering Teaching Model for Electrical Measurement Course
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    Chapter 41 Teachers’ Readiness for Emergency Remote Teaching and Its Relation to Subject Area During the COVID-19 Pandemic
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    Chapter 42 Exploring Engineering Students’ Perceptions About the Use of ICTs and Educational Technologies in VET
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    Chapter 43 Educators and Digital Fit? A Diversity Study Based on the Person-Environment Fit Model in Times of Increasing Digitalization in Schools
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    Chapter 44 Work-in-Progress: Managing the Different Levels of Abstraction for University Courses in STEM Disciplines Using Interactive Scripts
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    Chapter 45 Practical Aspects of Using 3D Technology to Disseminate Cultural Heritage Among Visually Impaired People
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    Chapter 46 Adapting Experiential E-learning in Engineering Education with Industry 4.0 Vision
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    Chapter 47 The Gaps and Strategies for Sustainable Digital Transition in Education
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    Chapter 48 Reshaping Teaching-Learning Process During COVID – 19 Pandemic
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    Chapter 49 Automatic Short Answer Grading Using Universal Sentence Encoder
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    Chapter 50 What Determines Student Satisfaction in an eLearning Environment? An Analysis
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    Chapter 51 Lego Technology as a Means of Enhancing the Learning Activities of Junior High School Students in the Condtions of the New Ukrainian School
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    Chapter 52 Enriching Teacher Training for Industry 4.0 Through Interaction with a High School Engineering Project
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    Chapter 53 Competency-Based Approach and Learning Plans in Moodle. A Case of International Engineering Educator Certification Program (IEECP) in Latin America
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    Chapter 54 Work in Progress: Technology Enhanced Learning – A View from “The Other Side”
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    Chapter 55 The Internet of Digital Twins: Advances in Hyperscaling Virtual Labs with Hypervisor- and Container-Based Virtualization
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    Chapter 56 Perception Towards “Zoom” Live Lectures by Master’s Students of Sweden
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    Chapter 57 Studying the Spread of COVID-19 and Its Impact on E-learning: From a Deep Learning Perspective
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    Chapter 58 A Virtual Interactive Environment for Arts and Design Students
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    Chapter 59 Agent Based Adaptive Interfaces for Extraversion and Introversion
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    Chapter 60 From Explaining to Engaging: A Seventy-Thirty Rule
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    Chapter 61 A Comprehensive Review on Deep Learning-Based Generative Linguistic Steganography
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    Chapter 62 Mind Waves Time Series Analysis of Students’ Focusing and Relaxing Sessions
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    Chapter 63 Work-In-Progress: Development of a Virtual and Interactive Microgrids Learning Environment for Microgrids Sustainability – The Case of East Africa
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    Chapter 64 Experience with an Interdisciplinary Approach to Removing Barriers Related to IT Personalized Support for Teachers in the Creation and Transmission of Educational Content
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    Chapter 65 Recent Developments on Apps Targeting Reading Difficulties
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    Chapter 66 Analyzing the Impact of a Gamification Approach on Primary Students’ Motivation and Learning in Science Education
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    Chapter 67 Ensuring the Quality of Academic Computer Science Education Despite the Corona Situation
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    Chapter 68 Teaching the Simple Network Management Protocol Using the Packet Tracer Anywhere Network Simulator
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    Chapter 69 Electromagnetic Waves and Their Quantum Nature. Starting from “Scratch” …
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    Chapter 70 Automated Building of an Environment for Secure Software Development in Web Technologies Courses
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    Chapter 71 Data Merging for Learning Analytics in Learning Environments
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    Chapter 72 Fostering Awareness About Academic Success for First-Generation Students Through a Digital Serious Game
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    Chapter 73 Analysis of the Learning Experience in a Chemical AR Application Using Process Mining
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    Chapter 74 Teaching and Supporting Higher Education Students Affected by War, Conflict, or Displacement: Changes to the ELT Classroom
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    Chapter 75 Poster: EduGraph: Dashboard for Personalised Feedback in Massive Open Online Courses
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    Chapter 76 Prepare to Implement E-Learning Strategies and Shift into Resilience E-Learning Technologies
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    Chapter 77 Flipping the Microwave Engineering Class
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    Chapter 78 Real-Time Sensory Adaptive Learning for Engineering Students
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    Chapter 79 Implementation and Experiences of a Flipped Lecture Hall - A Fully Online Introductory Programming Course
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    Chapter 80 Measuring Learners’ Stances to a Socratic Collaborative Flipped Teaching Approach
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    Chapter 81 Poster: Language Education for Engineering Students – A Multi-dimensional Teaching Model
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    Chapter 82 A Serious Game as an Educational Tool to Teach Physics to High Functioning Autism Students
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    Chapter 83 Developing Gamification Strategies for International, Interdisciplinary, Team-Based Online Courses in Engineering Design
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    Chapter 84 A Serious Game for Learning Cell Biology Using Pedagogical Engineering Design
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    Chapter 85 DC motor Analysis Based on Improvement of PID Coefficients Using PSO Algorithm for Educational Use
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    Chapter 86 Non-game Incentives in Gamified Programming Education: More Marks or Prizes
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    Chapter 87 A Game-Based Learning Project - Calculating Limit of Sequences with the Didactic Game LimStorm
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    Chapter 88 Gamification Mobile Applications: A Literature Review of Empirical Studies
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    Chapter 89 Motivators Matter When Gamifying Learning Activities
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    Chapter 90 Towards the Implementation of a Digital Escape Room in a Higher Education (Java) Programming Course
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    Chapter 91 Improvement and Evaluation of Serious Game “Friend Me”
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    Chapter 92 Work-in-Progress: The Social Networks Users’ Behavior Change Using Gamified Education and Their Personality
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    Chapter 93 Addressing Online-Learning Challenges Through Smartphone-Based Gamified Learning Platform
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    Chapter 94 Prototyping with Blockchain: A Case Study for Teaching Blockchain Application Development at University
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    Chapter 95 How to Manage Any Transition: History as a Teacher of Leadership Principles, and as a Booster to Student Engineers’ Careers, Education and Integration
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    Chapter 96 Digital Learning for Enhancing Entrepreneurial Skills of Future Engineers
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    Chapter 97 Entrepreneurship for Engineers Certifications at Higher Colleges for Engineering in Austria
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    Chapter 98 Promotion of Social Entrepreneurship Among Higher Educational Institutions in India
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    Chapter 99 The Role of Student Teams in Entrepreneurship Education
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    Chapter 100 Identification and Characterization of Entrepreneurship Related Touchpoints in Student Customer Journeys
Attention for Chapter 34: Digital Transformation of Teaching and Perception at TU Graz from the Students’ Perspective: Developments from the Last 17 Years
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About this Attention Score

  • Good Attention Score compared to outputs of the same age (73rd percentile)

Mentioned by

blogs
1 blog

Citations

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1 Dimensions

Readers on

mendeley
3 Mendeley
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Chapter title
Digital Transformation of Teaching and Perception at TU Graz from the Students’ Perspective: Developments from the Last 17 Years
Chapter number 34
Book title
Learning in the Age of Digital and Green Transition
Published in
Lecture Notes in Networks and Systems, January 2023
DOI 10.1007/978-3-031-26876-2_34
Book ISBNs
978-3-03-126875-5, 978-3-03-126876-2
Authors

Ebner, Martin, Mair, Bettina, De Marinis, Christoph, Müller, Hannes, Nagler, Walther, Schön, Sandra, Thurner, Stefan

Mendeley readers

Mendeley readers

The data shown below were compiled from readership statistics for 3 Mendeley readers of this research output. Click here to see the associated Mendeley record.

Geographical breakdown

Country Count As %
Unknown 3 100%

Demographic breakdown

Readers by professional status Count As %
Professor > Associate Professor 1 33%
Unknown 2 67%
Readers by discipline Count As %
Social Sciences 1 33%
Unknown 2 67%
Attention Score in Context

Attention Score in Context

This research output has an Altmetric Attention Score of 6. This is our high-level measure of the quality and quantity of online attention that it has received. This Attention Score, as well as the ranking and number of research outputs shown below, was calculated when the research output was last mentioned on 22 January 2024.
All research outputs
#6,796,296
of 25,992,468 outputs
Outputs from Lecture Notes in Networks and Systems
#1
of 1 outputs
Outputs of similar age
#124,557
of 482,636 outputs
Outputs of similar age from Lecture Notes in Networks and Systems
#1
of 1 outputs
Altmetric has tracked 25,992,468 research outputs across all sources so far. This one has received more attention than most of these and is in the 73rd percentile.
So far Altmetric has tracked 1 research outputs from this source. They typically receive a little more attention than average, with a mean Attention Score of 5.1. This one scored the same or higher as 0 of them.
Older research outputs will score higher simply because they've had more time to accumulate mentions. To account for age we can compare this Altmetric Attention Score to the 482,636 tracked outputs that were published within six weeks on either side of this one in any source. This one has gotten more attention than average, scoring higher than 73% of its contemporaries.
We're also able to compare this research output to 1 others from the same source and published within six weeks on either side of this one. This one has scored higher than all of them