The Challenges of the Digital Transformation in Education: Proceedings of the 21st International Conference on Interactive Collaborative Learning (Icl » książka
Development of a Framework to Foster Collaborative Learning among Engineering Students using Moodle Mobile App.- Student Activation in iOER Maker Spaces.- Teaching Programming and Design-by-Contract.- Hint-giving Phraseology in Computer Assisted Learning.- Study Effort and Student Success: a MOOC Case Study.- New Tasks for a Dyslexia Screening Web Application.- IGIP Multilingual Glossary.- e-Pedagogical Practice Assessment in a Comparative Context.- Ontology-based Database for Chemical Experiments: Design and Implementation.- A Design Framework for Building a Virtual Community of Practice.- Improving the Quality of Training in Building Information Modeling.- Engineer Education Using Professional Activity Simulators.- Introduction of New Teaching Methods of Teaching Informatics.- ICT in STEM Education in Bulgaria.- IT and Educational Environment of an Engineering University.- Academic Integrity Matters: Successful Learning with Mobile Technology.
This book offers the latest research and new perspectives on Interactive Collaborative Learning and Engineering Pedagogy. We are currently witnessing a significant transformation in education, and in order to face today’s real-world challenges, higher education has to find innovative ways to quickly respond to these new needs. Addressing these aspects was the chief aim of the 21st International Conference on Interactive Collaborative Learning (ICL2018), which was held on Kos Island, Greece from September 25 to 28, 2018.
Since being founded in 1998, the conference has been devoted to new approaches in learning, with a special focus on collaborative learning. Today the ICL conferences offer a forum for exchanging information on relevant trends and research results, as well as sharing practical experiences in learning and engineering pedagogy.
This book includes papers in the fields of:
* Collaborative Learning * Computer Aided Language Learning (CALL) * Educational Virtual Environments * Engineering Pedagogy Education * Game based Learning * K-12 and Pre-College Programs * Mobile Learning Environments: Applications
It will benefit a broad readership, including policymakers, educators, researchers in pedagogy and learning theory, school teachers, the learning industry, further education lecturers, etc.