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001 978-3-319-13293-8
003 DE-He213
005 20200421112547.0
007 cr nn 008mamaa
008 141201s2014 gw | s |||| 0|eng d
020 _a9783319132938
_9978-3-319-13293-8
024 7 _a10.1007/978-3-319-13293-8
_2doi
050 4 _aQA75.5-76.95
072 7 _aUY
_2bicssc
072 7 _aCOM014000
_2bisacsh
082 0 4 _a004
_223
245 1 0 _aE-Learning, E-Education, and Online Training
_h[electronic resource] :
_bFirst International Conference, eLEOT 2014, Bethesda, MD, USA, September 18-20, 2014, Revised Selected Papers /
_cedited by Giovanni Vincenti, Alberto Bucciero, Carlos Vaz de Carvalho.
264 1 _aCham :
_bSpringer International Publishing :
_bImprint: Springer,
_c2014.
300 _aXII, 177 p. 38 illus.
_bonline resource.
336 _atext
_btxt
_2rdacontent
337 _acomputer
_bc
_2rdamedia
338 _aonline resource
_bcr
_2rdacarrier
347 _atext file
_bPDF
_2rda
490 1 _aLecture Notes of the Institute for Computer Sciences, Social Informatics and Telecommunications Engineering,
_x1867-8211 ;
_v138
505 0 _aScripted Animation towards Scalable Content Creation for eLearning-a Quality Analysis -- E-Learning Repository System for Sharing Learning Resources Among Saudi Universities -- Lecturers' Attitude to Social Network Media: Implication for Accessibility and Usability Need in Open and Distance Education -- Introducing Online Learning in a small organization. The Case of the Diplomatic Institute of the Italian Ministry of Foreign Affairs -- Building a Mobile Collaborative Learning Environment for the Identification and Classification of Real World Objects -- The PoSE Project: an innovative approach to promote healthy postures in schoolchildren. -- Experiential and Transformative Learning in an Informal Online Learning Environment: An Approach to Initiate Sustainable Changes -- Legal risk management: a best practice for e-Learning legal issues -- From Planning to Launching MOOCs: Guidelines and Tips from Georgetown -- Computer Animation for Learning Building Construction Management: A Comparative Study of First Person versus Third Person View -- A Qualitative Exploration of the EU Digital Competence (DIGCOMP) framework: a case study within Healthcare Education -- An innovative educational format based on a mixed reality environment: a case study and benefit evaluation -- Virtual, Immersive, Translational, Applied Learning: The VITAL Project -- Guess the Score, fostering collective intelligence in the class.
520 _aThis book constitutes the thoroughly refereed post-conference proceedings of the First International Conference on E-Learning, E-Education, and Online Training (eLEOT 2014) held in Bethesda, MD, USA, in September 2014. The 22 revised full papers presented were carefully reviewed and selected from numerous submissions and focus topics such as web based tools, augmented reality, mobile learning, teaching frameworks and platforms, virtual learning environments.
650 0 _aComputer science.
650 0 _aMultimedia information systems.
650 0 _aUser interfaces (Computer systems).
650 0 _aEducation
_xData processing.
650 1 4 _aComputer Science.
650 2 4 _aComputer Science, general.
650 2 4 _aComputers and Education.
650 2 4 _aUser Interfaces and Human Computer Interaction.
650 2 4 _aMultimedia Information Systems.
700 1 _aVincenti, Giovanni.
_eeditor.
700 1 _aBucciero, Alberto.
_eeditor.
700 1 _aVaz de Carvalho, Carlos.
_eeditor.
710 2 _aSpringerLink (Online service)
773 0 _tSpringer eBooks
776 0 8 _iPrinted edition:
_z9783319132921
830 0 _aLecture Notes of the Institute for Computer Sciences, Social Informatics and Telecommunications Engineering,
_x1867-8211 ;
_v138
856 4 0 _uhttp://dx.doi.org/10.1007/978-3-319-13293-8
912 _aZDB-2-SCS
942 _cEBK
999 _c58628
_d58628