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Technology and Innovation in Learning, Teaching and Education

Overview of attention for book
Cover of 'Technology and Innovation in Learning, Teaching and Education'

Table of Contents

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    Book Overview
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    Chapter 1 Putting to Test a Model of Self-evaluation of the Learning Method in an e-Learning Environment
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    Chapter 2 Co-regulated Learning in Computer Programming: Students Co-reflection About Learning Strategies Adopted During an Assignment
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    Chapter 3 Exploring the Role of Facebook as Collaboration Platform in a K-12 MOOC
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    Chapter 4 To What Extent Is the Use of Interaction Models as Design Patterns Supported by Current e-Learning Authoring Tools? A Comparative Analysis
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    Chapter 5 Current Trends in On-line Games for Teaching Programming Concepts to Primary School Students
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    Chapter 6 Development of a General Purpose Interface for a Microcomputer-Based Laboratory
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    Chapter 7 Robotics Interventions for Improving Educational Outcomes - A Meta-analysis
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    Chapter 8 Students’ Engagement and Peer Interaction in On-Line Academic Writing Through a Course Blog
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    Chapter 9 The Design of the RU EU? Game: A Game-Based Approach to Help Students’ Exploring of European Identity and Values
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    Chapter 10 Facilitating Primary Student Teachers’ Development of Critical Thinking Through a Nanotechnology Module
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    Chapter 11 Promoting Critical Thinking Dispositions in Children and Adolescents Through Human-Robot Interaction with Socially Assistive Robots
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    Chapter 12 Teachers’ Critical Thinking Dispositions Through Their Engagement in Action Research Projects: An Example of Best Practice
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    Chapter 13 Enhancing College Students’ Critical Thinking Skills in Cooperative Groups
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    Chapter 14 Students’ Study Routines, Learning Preferences and Self-regulation: Are They Related?
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    Chapter 15 Teachers’ Thoughts About How Critical Thinking Is a Part of Their Classes
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    Chapter 16 Stairway to the Stars : Comparing Health and Tourism Professionals Views About Critical Thinking
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    Chapter 17 Perceptions of Portuguese University Teachers About Critical Thinking Educational Practices
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    Chapter 18 Digital Resources in Science, Mathematics and Technology Teaching – How to Convert Them into Tools to Learn
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    Chapter 19 Digital Learning Objects for Teaching Computer Programming in Primary Students
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    Chapter 20 Learning Effects of Different Digital-Based Approaches in Chemistry: A Quasi-experimental Assessment
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    Chapter 21 Comparing the Effectiveness of Using Tablet Computers for Teaching Division to Kindergarten Students
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    Chapter 22 Oscilloscope Reading Device for the Visually Impaired
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    Chapter 23 The Use of Applets in Understanding Fundamental Mathematical Concepts in Initial Teacher’s Training
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    Chapter 24 Guidance Degree of the Task in the Exploration of a Computational Simulation
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    Chapter 25 An Approach to Sound and Acoustics in Primary Education Using Arduino
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    Chapter 26 Computer Algebra Systems and Dynamic Geometry Software as Beneficial Tools in Teaching and Learning Linear Algebra
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    Chapter 27 Improving EFL Students’ Writing with the Help of Technology: The Case of Verb Tenses in Secondary Education
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    Chapter 28 Project-Based Learning Methodology for Robotics Education
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    Chapter 29 Using a Non-educational Mobile Game for Learning in Biology, Geography and Mathematics: Pokémon Go as a Case Study
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    Chapter 30 Towards an Intelligent Learning Management System: The A/B/C-TEACH Approach
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    Chapter 31 Sentiment Analysis Techniques and Applications in Education: A Survey
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    Chapter 32 Tablets and Geography. Initial Findings from a Study in Primary School Settings
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    Chapter 33 Mobile Technologies and Early Childhood Education
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    Chapter 34 Robotics and Coding in Primary Grades
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    Chapter 35 Enhancing Junior High School Students’ Epistemological Beliefs About Models in Science
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    Chapter 36 Science Teachers’ Practices Following Professional Development
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    Chapter 37 Simulation of Interference and Diffraction Based on Quantum Electrodynamics
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    Chapter 38 Interactive Video for Learning: A Review of Interaction Types, Commercial Platforms, and Design Guidelines
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    Chapter 39 Enhancing Spatial Ability Through a Virtual Reality Game for Primary School Children: “The Wizard of Upside Down”: An Experimental Approach
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    Chapter 40 Student Concentration Evaluation Index in an E-learning Context Using Facial Emotion Analysis
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    Chapter 41 Telepresence Robots in the Classroom: The State-of-the-Art and a Proposal for a Telepresence Service for Higher Education
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    Chapter 42 Prediction of Students’ Graduation Time Using a Two-Level Classification Algorithm
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    Chapter 43 Forecasting Students’ Performance Using an Ensemble SSL Algorithm
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    Chapter 44 Engaging Postgraduate Students in a Wiki-Based Multi-cycle Peer Assessment Activity
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    Chapter 45 Assessing the Usage of Ubiquitous Learning
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    Chapter 46 The Use of Computational Tools in Mathematics Teaching for Visually Disabled Students: An Analysis of the Brazilian Context
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    Chapter 47 From Expert Consulting to Co-creation in Medical Education; Co-creating an Exploratory Educational Space for Orthopedic Medical Education
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Title
Technology and Innovation in Learning, Teaching and Education
Published by
Springer International Publishing, August 2019
DOI 10.1007/978-3-030-20954-4
ISBNs
978-3-03-020953-7, 978-3-03-020954-4
Editors

Tsitouridou, Meni, A. Diniz, José, Mikropoulos, Tassos A.

X Demographics

X Demographics

The data shown below were collected from the profiles of 7 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 39 Mendeley readers of this research output. Click here to see the associated Mendeley record.

Geographical breakdown

Country Count As %
Unknown 39 100%

Demographic breakdown

Readers by professional status Count As %
Student > Ph. D. Student 9 23%
Student > Master 6 15%
Lecturer 5 13%
Student > Doctoral Student 4 10%
Other 3 8%
Other 8 21%
Unknown 4 10%
Readers by discipline Count As %
Computer Science 14 36%
Engineering 4 10%
Social Sciences 4 10%
Arts and Humanities 3 8%
Linguistics 2 5%
Other 7 18%
Unknown 5 13%