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Innovations in Smart Learning

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Cover of 'Innovations in Smart Learning'

Table of Contents

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    Book Overview
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    Chapter 1 Examining the Relationships between Foreign Language Anxiety and Attention during Conversation Tasks
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    Chapter 2 A review of using Augmented Reality in Education from 2011 to 2016
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    Chapter 3 A New MOOCs’ Recommendation Framework based on LinkedIn Data
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    Chapter 4 Towards a Smart University through the Adoption of a Social e-Learning Platform to Increase Graduates’ Employability
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    Chapter 5 A 3-D Educational Game for enhancing learners’ performance in A star Algorithm
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    Chapter 6 A 3D Learning Game for Representing Artificial Intelligence Problems
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    Chapter 7 Evaluation of online assignments and quizzes using Bayesian Networks
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    Chapter 8 Mindcraft : A novel mind mapping tool under Moodle platform
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    Chapter 9 Assessing Learners’ Progress in a Smart Learning Environment using Bio-Inspired Clustering Mechanism
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    Chapter 10 Toward the selection of the appropriate e-learning personalization strategy
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    Chapter 11 A Conceptual Framework for a Smart Learning Engine
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    Chapter 12 Investigation of Key School-related Indicators Influencing ICT in K-12 Education
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    Chapter 13 Towards a Reference Architecture for Smart and Personal Learning Environments
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    Chapter 14 The ALECSO Smart Learning Framework
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    Chapter 15 Learning to Analyze Medical Images: A Smart Adaptive Learning Environment for an Ill-Defined Domain
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    Chapter 16 An Architecture for Smart Lifelong Learning Design
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    Chapter 17 Relevant Metrics for Facial expression recognition in Intelligent Tutoring System
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    Chapter 18 Toward an Adaptive Architecture for Integrating Mobile Affective Computing to Intelligent Learning Environments
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    Chapter 19 Requirements Engineering for Pervasive Games Based Smart Learning Systems
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    Chapter 20 MOOCs Recommender System: A Recommender System for the Massive Open Online Courses
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    Chapter 21 Integrating a Peer Evaluation Module in a Social Learning Platform
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    Chapter 22 The Effects of Perceived Innovation Game Attributes by Learners on Learning Performance in a Game-Based Achievement Learning System
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    Chapter 23 Automatic Extraction of Smart Game Based Learning Design Expertise: An Approach Based on Learning Ontology
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    Chapter 24 A Study On Two Hint-level Policies in Conversational Intelligent Tutoring Systems
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    Chapter 25 Dialogue Act Classification In Human-to-Human Tutorial Dialogues
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    Chapter 26 Towards Applying Keller’s ARCS Model and Learning by doing strategy in Classroom Courses
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    Chapter 27 English Vocabulary Learning Performance and Brainwave Differences: The Comparison Between Gesture-Based and Conventional Word-card
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    Chapter 28 The Effect of Children Learning English Vocabulary through a Gesture-Based System
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    Chapter 29 Online Test System to Reduce Teachers’ Workload for Item and Test Preparation
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    Chapter 30 Breadth and Depth of Learning Analytics
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    Chapter 31 Educational Resource Information Communication API (ERIC API): The Case of Moodle and Online Tests System Integration
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    Chapter 32 The Academic Analytics Tool: Workflow and Use Cases
Attention for Chapter 2: A review of using Augmented Reality in Education from 2011 to 2016
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Chapter title
A review of using Augmented Reality in Education from 2011 to 2016
Chapter number 2
Book title
Innovations in Smart Learning
Published by
Springer, Singapore, September 2016
DOI 10.1007/978-981-10-2419-1_2
Book ISBNs
978-9-81-102418-4, 978-9-81-102419-1
Authors

Peng Chen, Xiaolin Liu, Wei Cheng, Ronghuai Huang

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X Demographics

The data shown below were collected from the profiles of 4 X users who shared this research output. Click here to find out more about how the information was compiled.
Mendeley readers

Mendeley readers

The data shown below were compiled from readership statistics for 696 Mendeley readers of this research output. Click here to see the associated Mendeley record.

Geographical breakdown

Country Count As %
Germany 1 <1%
Unknown 695 100%

Demographic breakdown

Readers by professional status Count As %
Student > Master 90 13%
Student > Ph. D. Student 75 11%
Lecturer 66 9%
Student > Bachelor 65 9%
Researcher 37 5%
Other 104 15%
Unknown 259 37%
Readers by discipline Count As %
Computer Science 130 19%
Social Sciences 68 10%
Engineering 60 9%
Arts and Humanities 23 3%
Design 20 3%
Other 108 16%
Unknown 287 41%