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Titlebook: Digital Transformation in Education and Artificial Intelligence Application; Second International Tomislav Volari?,Boris Crnoki?,Daniel Vas

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發(fā)表于 2025-3-21 16:40:16 | 只看該作者 |倒序?yàn)g覽 |閱讀模式
書目名稱Digital Transformation in Education and Artificial Intelligence Application
副標(biāo)題Second International
編輯Tomislav Volari?,Boris Crnoki?,Daniel Vasi?
視頻videohttp://file.papertrans.cn/285/284739/284739.mp4
叢書名稱Communications in Computer and Information Science
圖書封面Titlebook: Digital Transformation in Education and Artificial Intelligence Application; Second International Tomislav Volari?,Boris Crnoki?,Daniel Vas
描述.This book constitutes selected papers presented during the Second International Conference on Digital Transformation in Education and Artificial Intelligence Applications, MoStart 2024, held in Mostar, Bosnia and Herzegovina, in April 2024...The 17 papers were selected from the 32 submissions.?The proceedings cover a broad range of topics, computer vision, natural language processing, and the latest advancements in the digital transformation of education. Notably, the application of artificial intelligence, the incorporation of gamification and robotics into learning processes, and innovative technologies such as IoT, have been thoroughly explored..
出版日期Conference proceedings 2024
關(guān)鍵詞Artificial Intelligence in Education; Robotics in Education; Virtual Reality in Education; Natural Lang
版次1
doihttps://doi.org/10.1007/978-3-031-62058-4
isbn_softcover978-3-031-62057-7
isbn_ebook978-3-031-62058-4Series ISSN 1865-0929 Series E-ISSN 1865-0937
issn_series 1865-0929
copyrightThe Editor(s) (if applicable) and The Author(s), under exclusive license to Springer Nature Switzerl
The information of publication is updating

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發(fā)表于 2025-3-22 00:08:38 | 只看該作者
https://doi.org/10.1007/978-3-031-62058-4Artificial Intelligence in Education; Robotics in Education; Virtual Reality in Education; Natural Lang
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Ernst E. E. Hoefer,Horst Nielingerelements into the educational environment. Gamified learning activities allow learners to acquire knowledge, improve skills and encourage positive traits that the game builds specifically for learning purposes. Gamification can enhance learners’ engagement, increase their motivation toward learning,
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發(fā)表于 2025-3-23 01:03:11 | 只看該作者
Die Prinzipien der empirischen Forschung,ation system, bridging the gap between traditional methods and modern digital solutions. Earlier solutions should have uniformly integrated digital technology in all schools in Croatia, often due to insufficient infrastructure and education of school staff. Lack of knowledge of new technologies limi
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Entwurf relationaler Datenbanken,by e-learning platforms. In this study, we investigated the behavior of 175 first-year undergraduate students enrolled in the Programming 1 course at the Faculty of Science, University of Split, during the academic year 2021/2022. The course curriculum addressed fundamental programming principles an
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