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Encyclopedia of Education and Information Technologies
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Editor(s):
Arthur Tatnall
Publication date
(Print):
2020
Publisher:
Springer International Publishing
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There is no author summary for this book yet. Authors can add summaries to their books on ScienceOpen to make them more accessible to a non-specialist audience.
Related collections
Management Information Systems
Author and book information
Book
ISBN (Print):
978-3-319-60013-0
ISBN (Electronic):
978-3-319-60013-0
Publication date (Print):
2020
DOI:
10.1007/978-3-319-60013-0
SO-VID:
afd709b4-a084-44f7-8ec6-7547ff21adcb
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http://www.springer.com/tdm
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Book chapters
pp. 1
Computers in Education in Developing Countries: Managerial Issues
pp. 1
BYOD in the Classroom: Opportunities, Issues, and Policies
pp. 1
Curricula in Computer Science
pp. 1
Educational Resources, Hypermedia
pp. 1
Policy Rationales and Integration Rationales, Implications for Subject Area Teaching
pp. 1
Bunyip: The Australian Educational Computer that Was Never Built
pp. 1
Artificial Intelligence in Education
pp. 1
Methodological Quality of Educational Technology Meta-Analyses
pp. 1
Lifelong Learning for Working People
pp. 1
Computers in Primary Schools, Educational Games
pp. 1
Intercultural Education in the Digital Age
pp. 1
Teaching with LOGO Philosophy
pp. 1
Information Technology and Assessment
pp. 1
Algorithmic Thinking in Primary Schools
pp. 1
Computer-Assisted Learning
pp. 1
Gender Differences in Computer Science Departments
pp. 1
Social Networks in Higher Education Management
pp. 1
Technology-Enhanced Learning in Programming Courses, Role of
pp. 1
Capturing Learning Through Mobile Device Cameras
pp. 1
Digital Media Boards in Primary Schools, Use of
pp. 1
Augmented Reality in Education, Scope of Use and Potential
pp. 1
Teaching Software Design Techniques in University Courses
pp. 1
Robotics in Education
pp. 1
Assisting Students with Learning Disabilities Through Technology
pp. 1
Programming Language Selection for University Courses
pp. 1
Design in K-5 Programming Projects, Role of
pp. 1
Assistive Technology and Inclusion: Philosophical Foundation
pp. 1
Smart Board Technology in Higher Education Institutions
pp. 1
Online Teaching, Emotions and Emoticons in Computer-Mediated Communication
pp. 1
Digital Citizenship: A Sociocultural Snapshot
pp. 1
Educational Resources, Geographical Information, Geomedia, and Learning
pp. 1
Knowledge Economy of Faculty Competencies of Indian Business School
pp. 1
Gamification
pp. 1
Human, Social, and Ethical Aspects of Information Technology Management Systems
pp. 1
WalkAbout Framework for Contextual Learning Through Mobile Serious Games
pp. 1
Programming Languages for University Courses
pp. 1
Learning Programming, Student Motivation
pp. 1
eLearning in Saudi Arabian Universities: Toward Blended Learning
pp. 1
The Ultranet
pp. 1
Value of Teaching Computer Science
pp. 1
Wikis as a Collaboration Tool
pp. 1
Modeling the Process of Information Technology Innovation in Education
pp. 1
Makerspaces
pp. 1
Digital Simulations in Healthcare Education
pp. 1
Modeling of Games and Game Strategies
pp. 1
Sustaining Digital Technology Use in Professional Communities
pp. 1
Literacy and Technology
pp. 1
Augmented Reality and Its Use in Education
pp. 1
Building Rural Renaissance and Suburban Development with Interactive Technology Solutions in India
pp. 1
Creative Commons
pp. 1
Challenge of Transforming Curricula with Computers, High Impact Interventions and Disruption
pp. 1
Programming Misconceptions at the K-12 Level
pp. 1
Social Media and Networks as Digital Instruction and Learning Platforms
pp. 1
The Snap! Programming System
pp. 1
Computers in Secondary Schools
pp. 1
Games in Higher Education
pp. 1
Security and Privacy of Information Technology Management Systems
pp. 1
Computing Curricular Report IT2017, A Summary
pp. 1
Social Media for Tertiary Education
pp. 1
Computer-Based Learning, Computational Thinking, and Constructionist Approaches
pp. 1
Learning with Simulations in Healthcare
pp. 1
Teaching Machines
pp. 1
Attendance Records, Educational Management
pp. 1
Collaboration and Social Networking
pp. 1
WhatsApp for Electronic Feedback and Assessment
pp. 1
Games, Simulations, Immersive Environments, and Emerging Technologies
pp. 1
Digital Technologies in Higher Education, Learning Challenges
pp. 1
Mobile Learning, Challenges in
pp. 1
Primary School Classroom Writing Interventions Using Technologies
pp. 1
Comparative Analysis of E-Governance and IT Governance
pp. 1
Computer-Based Training and School ICT Adoption: A Sociocultural Perspective
pp. 1
Computer-Based Learning, Computational Thinking, and Constructionist Approaches
pp. 1
Information Technology for Local Education Authorities and School Districts, Use of
pp. 1
Distance Learning
pp. 1
Decision Support Systems and Knowledge Management in Education
pp. 1
Assisting Students with Intellectual Disability Through Technology
pp. 1
Information and Communication Technologies in Chilean Schools, from Enlaces to the Present Day
pp. 1
Teacher Education and Professional Development for Technology Integrated Teaching
pp. 1
Ethics and Learning for Teacher Trainees: Team-Based Simulations in Cases of Bullying in School
pp. 1
Assisting People with Vision Impairments through Technology
pp. 1
Teaching About Computing
pp. 1
Predicting ICT Skills and ICT Use of University Students
pp. 1
International Reports (Including OECD)
pp. 1
Android-Based Mobile Apps for Hands-on Education
pp. 1
Qualitative Methods: Lesson for Information Systems Researchers
pp. 1
Shared Regulatory Planning in Minecraft
pp. 1
Computational Thinking
pp. 1
Facebook Use in Malaysian Higher Education Classroom
pp. 1
Exploratory Study Using Self-Regulated Self-Development (SRSD) and Technology in the Context of the Classroom
pp. 1
Programming Languages for Secondary Schools, Java
pp. 1
Adoption of Virtual Laboratories in India, Learning Assessments and Roles of ICT Skill Learning Tools
pp. 1
Using Social Media to Promote Academic Functioning
pp. 1
The Birth of Information Systems Curricula in Victoria in Colleges of Advanced Education and Universities
pp. 1
Clicker Interventions: Promoting Student Activity and Feedback at University Lectures
pp. 1
Computing Education, Outcomes of
pp. 1
Assistive Technology and the Gifted Learner
pp. 1
E-Books Among Students, Advancements in Higher Education
pp. 1
Gender Difference in Self-Efficacy for Computational Thinking in K-12
pp. 1
Distributed Collaboration in Project-Based Learning and Its Assessment in Next-Generation Learning Environments
pp. 1
Open Educational Resources and Distance Learning: Challenges and the Way Forward in Higher Education
pp. 1
Assisting People with Physical Disabilities Through Technology
pp. 1
Mobile Learning and Ubiquitous Learning
pp. 1
Computing Education, Practices In
pp. 1
Educational Assessment, Educational Data Mining, and Learning Analytics
pp. 1
Empowerment and Disempowerment in Peer Observation Within Pre-service Teacher, Technology Assisted Integrated STEM Education
pp. 1
Competency Models in Computing Education
pp. 1
Agile Methods and Team Work in IT Education
pp. 1
Underrepresentation of Girls in Computing
pp. 1
The Snap! Programming System
pp. 1
Restructuring Teachers’ Knowledge for Teaching with Technologies with Online Professional Development
pp. 1
Modeling of Scientific Workflows
pp. 1
Positive Integration of ICT to Reshape the Learning Process in Large Corporates
pp. 1
Promises and Prospects of Educational Technology, Evidence from Systematic Reviews and Meta-Analyses
pp. 1
Rationales for Information Technology in Schools, Historical Perspective
pp. 1
Social Media in Shadow Education in China, An Introduction
pp. 1
Different Methodological Approaches to Considering the Adoption of ICT
pp. 1
Affordances of Technological Connectivist Tools in Higher Education
pp. 1
Designing Assessments for Blended Learning Scenarios
pp. 1
Technologies in Mathematics Education
pp. 1
Value of Teaching PRINCE2 Project Management Methodology
pp. 1
Game-Based Learning
pp. 1
Innate Abilities and Learning in Higher Education
pp. 1
Technological Innovation in ICT for Education
pp. 1
Pedagogical Possibilities for the History of Computing
pp. 1
Data Science Education
pp. 1
Learning Management Systems: An Overview
pp. 1
Assisting People Who Are Deaf or Hard of Hearing Through Technology
pp. 1
Implementation of ICT in Secondary Schools
pp. 1
Beginnings of Computing in School Education in Australia
pp. 1
Assisting people with Autism Spectrum Disorder Through technology
pp. 1
Multimodal Learning Analytics
pp. 1
Situative Perspective and Determinants of Technology Acceptance in Educational Technology
pp. 1
Blended Learning
pp. 1
Art Component of Remote Training in Russian Universities
pp. 1
Problem-Solving in Computer Science: Learning from a Gifted Peer
pp. 1
Teaching Computer Languages in Universities
pp. 1
Teaching with Computing, Educational Games
pp. 1
Mobile Computing and Mobile Learning
pp. 1
Digital Storytelling in Teaching and Research
pp. 1
Teaching and Learning Computational Thinking and Coding Skills
pp. 1
Problem-Based Learning Online
pp. 1
Educators and Children Perceiving Affordances with Working Technologies in Early Childhood Settings
pp. 1
Agile Methodology in Education of IT Students, Application of
pp. 1
ICT-Based Inclusive Education
pp. 1
Social Networking in Higher Education
pp. 1
Assisting Elderly Non-computer-Literate People with Computer-Based Communications
pp. 1
Formats of Virtual Learning
pp. 1
Digital Storytelling, Information, and Education
pp. 1
First Programming Language in Introductory Programming Courses, Role of
pp. 1
Mathematics Education and Technology
pp. 1
Learning Strategies and Achievement of IT Students in Higher Education
pp. 1
Educational Support on Computing and Informatics for Disadvantaged Groups, An Empowerment Perspective
pp. 1
Computers and Educational Improvement
pp. 1
Software Development Processes Designed for First Year Computing Undergraduates
pp. 1
E-Portfolio in Higher Education
pp. 1
School Management Software in a Primary School in Victoria, Use of
pp. 1
Tablet Use in Higher Education
pp. 1
Learning Programming: Success Factors
pp. 1
Collaborative Learning and Patterns of Practice
pp. 1
Computers in Secondary Schools: Educational Games
pp. 1
Science Education and Technology
pp. 1
Control Technology and School Curricula in the Late 1980s in Australia
pp. 1
Teacher–Student Relationship and Online Social Networks
pp. 1
Teacher Education, Thinking About ICT
pp. 1
Blending Learning Provision for Higher Education, Integrating “New Ways” of Teaching and Learning
pp. 1
Game-Based Learning
pp. 1
Learning Behaviors in Programming
pp. 1
Students’ Computer Literacy and the Use of Tablets in Upper Secondary Schools
pp. 1
Video-Enhanced Feedback
pp. 1
Flexible and Distance Learning
pp. 1
Applying Software Engineering Principles in Android Development
pp. 1
Support for School and Institutional Improvement and Accountability
pp. 1
Clicker Interventions: Promoting Student Activity and Feedback at University Lectures
pp. 1
Prior Programming Experience of Undergraduate Computing and Engineering Students in Ireland
pp. 1
Why Teach History of Computing?
pp. 1
Information and Communication Technologies’ Pedagogical Affordances in Education
pp. 1
Digital Technologies and Literacy Contexts for Young Indigenous Children
pp. 1
Comparative Analysis of E-Governance and IT Governance
pp. 1
Adoption of Innovative ICT-Enabled Systems for Analysis- and Intuition-Styled Teachers in Primary Schools
pp. 1
Programming Languages for Secondary Schools, Python
pp. 1
Institutional Repositories Versus Learning Object Repositories: Challenges and the Way Forward for Higher Educational Institutions
pp. 1
Classroom Use, Blended Learning
pp. 1
Technology-Enhanced Learning
pp. 1
Leadership on Information Technology in Education
pp. 1
IT on Teaching and Learning Process of Visually Impaired Students
pp. 1
Computer-Assisted Instruction, Changes in Educational Practice as a Result of Adoption of ICT
pp. 1
Interactive Displays, Use of Interactive Charts and Dashboards in Education
pp. 1
Assisting Students with Attention Deficit Disorder Through Technology
pp. 1
eXtreme Model-Driven Development (XMDD) Technologies as a Hands-On Approach to Software Development Without Coding
pp. 1
Positioning Children with Digital Interactive to Enable Early Conceptual Learning
pp. 1
IT in Educational Institutions, Planning and Development of
pp. 1
Indications for Kinesthetic Learning Through Haptic Devices
pp. 1
Safe Frames: Essential Determinant for Educational Technology Implementation in an Indigenous Context
pp. 1
International Olympiads in Informatics
pp. 1
Educative Value of Digital Storytelling
pp. 1
MOOCs, Teacher Professional Learning and Deep Learning Conversations
pp. 1
Computing Curricular Report CE2016, A Summary
pp. 1
Digital Literacy, Creativity, and Autonomous Learning
pp. 1
Data Mining for Educational Management
pp. 1
Programming and Coding in Secondary Schools
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