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Hardcover. Condizione: new. Hardcover. This edited volume brings together curated studies capturing the transformation of educational technology in an era shaped by artificial intelligence, data analytics, creative computing, and platform-based learning. The chapters show how education is moving beyond digitization toward systems that adapt, analyze, generate, and interact with learners and institutions. A central theme is AI and machine learning. From intelligent tutoring systems and conversational agents to learning analytics and multimodal data, the contributions show how AI personalizes learning, automates feedback, supports creativity, and informs understanding of learner behavior. The chapters also highlight that technology alone does not ensure pedagogical transformation, showing the tension between enhancing traditional practices and redesigning learning. Game-based and creative pedagogies form a second theme. Chapters explore how games, narrative environments, creative platforms, and playful assessment reduce learner anxiety, increase engagement, and support deeper understanding, aiding motivation, assessment, creative production, reflective learning. The volume also addresses platforms and institutions. Chapters on IoT-based practicum environments and generative AI for educational management show how learning connects to industry, data infrastructures, and institutional decision-making. Together, these contributions provide a critical view of contemporary EdTech for researchers, educators, designers and policymakers. This item is printed on demand. Shipping may be from multiple locations in the US or from the UK, depending on stock availability.
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EUR 84,77
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Aggiungi al carrelloHardcover. Condizione: new. Hardcover. This edited volume brings together curated studies capturing the transformation of educational technology in an era shaped by artificial intelligence, data analytics, creative computing, and platform-based learning. The chapters show how education is moving beyond digitization toward systems that adapt, analyze, generate, and interact with learners and institutions. A central theme is AI and machine learning. From intelligent tutoring systems and conversational agents to learning analytics and multimodal data, the contributions show how AI personalizes learning, automates feedback, supports creativity, and informs understanding of learner behavior. The chapters also highlight that technology alone does not ensure pedagogical transformation, showing the tension between enhancing traditional practices and redesigning learning. Game-based and creative pedagogies form a second theme. Chapters explore how games, narrative environments, creative platforms, and playful assessment reduce learner anxiety, increase engagement, and support deeper understanding, aiding motivation, assessment, creative production, reflective learning. The volume also addresses platforms and institutions. Chapters on IoT-based practicum environments and generative AI for educational management show how learning connects to industry, data infrastructures, and institutional decision-making. Together, these contributions provide a critical view of contemporary EdTech for researchers, educators, designers and policymakers. This item is printed on demand. Shipping may be from our UK warehouse or from our Australian or US warehouses, depending on stock availability.
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Aggiungi al carrelloHardcover. Condizione: new. Hardcover. This edited volume brings together curated studies capturing the transformation of educational technology in an era shaped by artificial intelligence, data analytics, creative computing, and platform-based learning. The chapters show how education is moving beyond digitization toward systems that adapt, analyze, generate, and interact with learners and institutions. A central theme is AI and machine learning. From intelligent tutoring systems and conversational agents to learning analytics and multimodal data, the contributions show how AI personalizes learning, automates feedback, supports creativity, and informs understanding of learner behavior. The chapters also highlight that technology alone does not ensure pedagogical transformation, showing the tension between enhancing traditional practices and redesigning learning. Game-based and creative pedagogies form a second theme. Chapters explore how games, narrative environments, creative platforms, and playful assessment reduce learner anxiety, increase engagement, and support deeper understanding, aiding motivation, assessment, creative production, reflective learning. The volume also addresses platforms and institutions. Chapters on IoT-based practicum environments and generative AI for educational management show how learning connects to industry, data infrastructures, and institutional decision-making. Together, these contributions provide a critical view of contemporary EdTech for researchers, educators, designers and policymakers. This item is printed on demand. Shipping may be from our Sydney, NSW warehouse or from our UK or US warehouse, depending on stock availability.
Da: Majestic Books, Hounslow, Regno Unito
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Da: Biblios, Frankfurt am main, HESSE, Germania
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Da: AHA-BUCH GmbH, Einbeck, Germania
EUR 103,29
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Aggiungi al carrelloBuch. Condizione: Neu. nach der Bestellung gedruckt Neuware - Printed after ordering - This edited volume brings together curated studies capturing the transformation of educational technology in an era shaped by artificial intelligence, data analytics, creative computing, and platform-based learning. The chapters show how education is moving beyond digitization toward systems that adapt, analyze, generate, and interact with learners and institutions. A central theme is AI and machine learning. From intelligent tutoring systems and conversational agents to learning analytics and multimodal data, the contributions show how AI personalizes learning, automates feedback, supports creativity, and informs understanding of learner behavior. The chapters also highlight that technology alone does not ensure pedagogical transformation, showing the tension between enhancing traditional practices and redesigning learning. Game-based and creative pedagogies form a second theme. Chapters explore how games, narrative environments, creative platforms, and playful assessment reduce learner anxiety, increase engagement, and support deeper understanding, aiding motivation, assessment, creative production, reflective learning. The volume also addresses platforms and institutions. Chapters on IoT-based practicum environments and generative AI for educational management show how learning connects to industry, data infrastructures, and institutional decision-making. Together, these contributions provide a critical view of contemporary EdTech for researchers, educators, designers and policymakers.
Da: preigu, Osnabrück, Germania
EUR 125,15
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Aggiungi al carrelloBuch. Condizione: Neu. Smart Learning Environments | Buch | Englisch | 2026 | MDPI AG | EAN 9783725875405 | Verantwortliche Person für die EU: Libri GmbH, Europaallee 1, 36244 Bad Hersfeld, gpsr[at]libri[dot]de | Anbieter: preigu Print on Demand.