By Maria Rosita Cecilia, Tania Di Mascio (auth.), Pierpaolo Vittorini, Rosella Gennari, Ivana Marenzi, Tania Di Mascio, Fernando De la Prieta (eds.)
Research on expertise more advantageous studying (TEL) investigates how details and conversation applied sciences could be designed which will help pedagogical actions. The facts dependent layout (EBD) of a procedure bases its judgements on empirical proof and effectiveness. The evidence-based TEL workshop (ebTEL) brings jointly TEL and EBD.
The first version of ebTEL accumulated contributions within the quarter of TEL from laptop technology, synthetic intelligence, evidence-based drugs, academic psychology and pedagogy. just like the earlier variation, this moment variation, ebTEL’13, desires to be a discussion board during which TEL researchers and practitioners alike can speak about leading edge evidence-based principles, tasks, and classes relating to TEL.
The workshop came about in Salamanca, Spain, on may possibly 22nd-24th 2013.
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Extra info for 2nd International Workshop on Evidence-based Technology Enhanced Learning
The total number of changes (of both entities or choice events) was 120. The changes were necessary especially for the wrong choices, with 54 total changes (Fig. 4). Fig. 4 Distribution of changes The work of developing manual causal games was instead longer, as the operator had to invent the game by directly using, when possible, one of the fixed events already present in the story games. Overall, 75 causal games were created (both cause, effect, and cause/effect games). The average time spent for their development was equal to 23 minutes per game.
The lack of statistical significant difference between groups and tasks as for accuracy, rule out the role of the semantic abilities in the time differences. The presence of differences between groups in the time measure seem to indicate that the ability of use the information technology depend not only on the age but on modality of task presentation and of execution, too MANOVA: F(8, 450)=2,9794, p=,00291 14 13 12 verbal performance visual performance 11 10 9 8 7 6 5 4 3 2 20-29y 30-39y 40-49y 50-59y 60-69y Groups Fig.
Tech. Rep. 2, TERENCE project (2012) 8. : Executive Insight: Smart Games: Beyond the Deep Blue Horizon. IEEE Expert 12(4), 15–18 (1997) 9. 1: State of the Art and Design of Novel Annotation Languages and Technologies. Tech. Rep. 1, TERENCE project (2012) 10. eu Pedagogy-Driven Smart Games for Primary School Children% Fernando De la Prieta, Tania Di Mascio, Ivana Marenzi, and Pierpaolo Vittorini Abstract. TERENCE is an FP7 ICT European project, highly multi-disciplinary, that is developing an adaptive learning system for supporting poor comprehenders and their educators.