This book is the proceedings of the 11th International Conference on Frontiers of Educational Technologies (ICFET) 2025, which was held at Kyushu University in Fukuoka, Japan, from June 12 to 14, 2025. The chapters reflect the development in frontiers of educational technologies across various countries. Topics covered in this book include Extended Reality Technology in Education and Game-Based Learning, Theory and Practice of the Integration of Artificial Intelligence and Education, Data Driven-Education Research and Learning Analytics, Development of Educational Applications and Digital…mehr
This book is the proceedings of the 11th International Conference on Frontiers of Educational Technologies (ICFET) 2025, which was held at Kyushu University in Fukuoka, Japan, from June 12 to 14, 2025. The chapters reflect the development in frontiers of educational technologies across various countries. Topics covered in this book include Extended Reality Technology in Education and Game-Based Learning, Theory and Practice of the Integration of Artificial Intelligence and Education, Data Driven-Education Research and Learning Analytics, Development of Educational Applications and Digital Learning, Digital Literacy and Ethical Challenges in Educational Research, Visual Analysis of Educational Research and Knowledge System Modeling, Innovative Teaching Models and Student Competency Development, among others. This book serves as a tailored reference for academics and industry professionals, who are engaged in the field of education.
Artikelnr. des Verlages: 89554740, 978-981-95-2520-1
Seitenzahl: 708
Erscheinungstermin: 5. Dezember 2025
Englisch
Abmessung: 235mm x 155mm
ISBN-13: 9789819525201
ISBN-10: 9819525209
Artikelnr.: 75194947
Herstellerkennzeichnung
Springer-Verlag GmbH
Tiergartenstr. 17
69121 Heidelberg
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Autorenporträt
Dr. Anu A. Gokhale is currently a Professor and Chair of the Department of Computer Information Systems at Saint Augustine's University, the United States of America. She has been selected as a 2023-24 Convergence Fellow by the Association of American Colleges and Universities. As an active volunteer in IEEE, she has served as R4 Educational Activities Chair, Women in Engineering Coordinator, and MGA representative to the Educational Activities Board. She was honored with the IEEE Third Millennium Medal and 2019 Region 4 Outstanding Professional Award. She consults for business and industry to increase productivity using data analytics and business intelligence while leveraging e-technologies. She has delivered multiple workshops focusing on hybrid teaching & learning, inclusion & diversity, as well as on algorithms and data analytics.
Inhaltsangabe
Extended Reality Technology in Education and Game-Based Learning.- Enhancing Employability through Virtual Reality (VR) Simulations: Empirical Evidence from Higher Education.- Playful First Steps: Virtual Reality and Gamification to Ease Employee Onboarding.- Using the Online Game-Based Learning Tool Kahoot! to Enhance Learning Experiences in Virtual Lectures.- Enhancing Scientific Concept Retention and Critical Thinking Skills in Grade 9 Students Through Gamification.- Caesar s Adventure and the Enhancement of Cryptography Learning through Gamification.- Transforming Language Education through Jigsaw Puzzle: A Focus on Enhancing Learning Continuity and Recovery Amidst Educational Crisis.- A Theoretical Framework for Integrating Artificial Intelligence, Virtual Reality, and Metaverse in Speaking Skills Enhancement.- A Stimulus-Response Theory Approach: Integrating Board Game Design and Storytelling for Enhanced Educational Engagement.- Integrating Virtual Reality Technology in Tourism and Hospitality Education: Student Learning Experiences and Implications.- Exploring Filipino Senior High School Students Digital Competencies in Technology-Driven Classrooms.
Extended Reality Technology in Education and Game-Based Learning.- Enhancing Employability through Virtual Reality (VR) Simulations: Empirical Evidence from Higher Education.- Playful First Steps: Virtual Reality and Gamification to Ease Employee Onboarding.- Using the Online Game-Based Learning Tool Kahoot! to Enhance Learning Experiences in Virtual Lectures.- Enhancing Scientific Concept Retention and Critical Thinking Skills in Grade 9 Students Through Gamification.- Caesar s Adventure and the Enhancement of Cryptography Learning through Gamification.- Transforming Language Education through Jigsaw Puzzle: A Focus on Enhancing Learning Continuity and Recovery Amidst Educational Crisis.- A Theoretical Framework for Integrating Artificial Intelligence, Virtual Reality, and Metaverse in Speaking Skills Enhancement.- A Stimulus-Response Theory Approach: Integrating Board Game Design and Storytelling for Enhanced Educational Engagement.- Integrating Virtual Reality Technology in Tourism and Hospitality Education: Student Learning Experiences and Implications.- Exploring Filipino Senior High School Students Digital Competencies in Technology-Driven Classrooms.
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