Social Computing in Digital Education: First International Workshop, SOCIALEDU 2015, Stanford, CA, USA, August 19, 2015, Revised Selected Papers (Communications ... Computer and Information Science Book 606)
معرفی کتاب «Social Computing in Digital Education: First International Workshop, SOCIALEDU 2015, Stanford, CA, USA, August 19, 2015, Revised Selected Papers (Communications ... Computer and Information Science Book 606)» نوشتهٔ Fernando Koch, Andrew Koster, Tiago Primo (eds.)، منتشرشده توسط نشر Springer International Publishing : Imprint : Springer در سال 2016. این کتاب در فرمت pdf، زبان انگلیسی ارائه شده است.
This Book Constitutes The Refereed Proceedings Of The First International Workshop, Socialedu 2015, Held In Stanford, Ca, Usa, In August 2015. The Workshop Aimed To Discuss Computational Models Of Social Computing Applied To Digital Education. The 9 Revised Full Papers Presented Were Carefully Reviewed And Selected From 12 Submissions. The Papers Address Issues Such As Novel Data Mining And Machine Learning For Social Intelligence In Digital Education.- Social Modelling And Simulation To Investigate Social Behaviours, Emotional Intelligence, Influence Processes And Other Social Aspects That May Influence Learning Performance In An Educational Environment.- Smart Environments And Interactive Systems Of Social Computing In Digital Education.- Analysis Of Social Media And Media Intelligence In Digital Education.- Mobile Social Gaming In Digital Education.- The Utilization Of Mobile And Wearable Technology In Social Systems In Digital Education, And Others. Novel Data Mining And Machine Learning For Social Intelligence In Digital Education -- Social Modelling And Simulation To Investigate Social Behaviours, Emotional Intelligence, Influence Processes And Other Social Aspects That May Influence Learning Performance In An Educational Environment -- Smart Environments And Interactive Systems Of Social Computing In Digital Education -- Analysis Of Social Media And Media Intelligence In Digital Education -- Mobile Social Gaming In Digital Education -- The Utilization Of Mobile And Wearable Technology In Social Systems In Digital Education, And Others. Edited By Fernando Koch, Andrew Koster, Tiago Primo. Front Matter....Pages I-XIII Selection of Collaborative Learning Techniques Using Bloom’s Taxonomy....Pages 1-11 Gamification of Collaborative Learning Scenarios: Structuring Persuasive Strategies Using Game Elements and Ontologies....Pages 12-28 A Full-Body Interaction Game for Children with Hearing Disabilities to Gain the Immersive Experience in a Puppet Show....Pages 29-38 A Learning Object Recommendation Model with User Mood Characteristics....Pages 39-48 A Quantitative Analysis of Learning Objects and Their Metadata in Web Repositories....Pages 49-64 Towards an Intelligent Learning Objects Based Model for Dynamic E-Learning Content Selection....Pages 65-82 The Socio-Cultural Approach to Software Engineering and its Application to Modeling a Virtual Learning Environment....Pages 83-103 New Moodle Blocks for Knowledge Management....Pages 104-123 Experimental Evaluation on Machine Learning Techniques for Human Activities Recognition in Digital Education Context....Pages 124-139 Back Matter....Pages 141-141
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