株式会社極東書店トップ > 商品一覧 > Empowering Learners for Life in the Digital Age: IFIP TC 3 Open Conference on Computers in Education, OCCE 2018, Linz, Austria, June 24-28, 2018, Revised Selected Papers. 2019 ed.
商品詳細
Empowering Learners for Life in the Digital Age: IFIP TC 3 Open Conference on Computers in Education, OCCE 2018, Linz, Austria, June 24-28, 2018, Revised Selected Papers. 2019 ed.
・ISBN 978-3-030-23515-4 paper EUR 49.99
¥13,361.- (税込) ※(※)価格はご注文時の参考価格となります。
納品価格につきましては書籍の入荷時点で確定となります。
版元の原価改定、外国為替の変動等により異なる場合がございますので、予めご了承下さい。
お気に入り
★★★
| 著者・編者 | Passey, Don / Bottino, Rosa / Lewin, Cathy / Sanchez, Eric (eds.), |
|---|---|
| シリーズ | (IFIP Advances in Information and Communication Technology) |
| 出版社 | (Springer Nature Switzerland AG, SZ) |
| 出版年月 | 2020 |
| ページ数 | 285 pp. |
| 言語 | ENG |
| ニュース番号 | <A02-61701> |
解説
This book constitutes the refereed post-conference proceedings of the IFIP TC 3 Open Conference on Computers in Education, OCCE 2018, held in Linz, Austria, in June 2018.
The 24 revised full papers and 3 short papers included in this volume were carefully reviewed and selected from 63 submissions during two rounds of reviewing. The papers discuss key emerging topics and evolving practices in the area of educational computing research. They are organized in the following topical sections: computational thinking; programming and computer science education; teachers' education and professional development; games-based learning and gamification; learning in specific and disciplinary contexts; learning in social networking environments; and self-assessment, e-assessment and e-examinations.
The 24 revised full papers and 3 short papers included in this volume were carefully reviewed and selected from 63 submissions during two rounds of reviewing. The papers discuss key emerging topics and evolving practices in the area of educational computing research. They are organized in the following topical sections: computational thinking; programming and computer science education; teachers' education and professional development; games-based learning and gamification; learning in specific and disciplinary contexts; learning in social networking environments; and self-assessment, e-assessment and e-examinations.