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Social Computing in Digital Education

First International Workshop, SOCIALEDU 2015, Stanford, CA, USA, August 19, 2015, Revised Selected Papers

  • Fernando Koch
  • Andrew Koster
  • Tiago Primo

Part of the Communications in Computer and Information Science book series (CCIS, volume 606)

Table of contents

  1. Front Matter
    Pages I-XIII
  2. Sebastián Gómez Jaramillo, Julián Moreno Cadavid
    Pages 1-11
  3. Geiser Chalco Challco, Riichiro Mizoguchi, Ig Ibert Bittencourt, Seiji Isotani
    Pages 12-28
  4. Ryohei Egusa, Takahiro Nakadai, Tomohiro Nakayama, Fusako Kusunoki, Miki Namatame, Hiroshi Mizoguchi et al.
    Pages 29-38
  5. Néstor Darío Duque Méndez, Ángela María Pérez Zapata, Cesar A. Collazos
    Pages 39-48
  6. Andre Luiz da Costa Carvalho, Moises G. de Carvalho, Davi Guimaraes, Davi Kalleb, Roberto Cavalcanti, Rodrigo S. Gouveia et al.
    Pages 49-64
  7. Antonio Silva Sprock, Rosa Maria Vicari
    Pages 104-123
  8. Gabriel Leitão, Juan Colonna, Erick Ribeiro, Raimundo Barreto, Thierry-Yves Araujo, Anny Martins et al.
    Pages 124-139
  9. Back Matter
    Pages 141-141

About these proceedings

Introduction

This book constitutes the refereed proceedings of the First International Workshop, SOCIALEDU 2015, held in Stanford, CA, USA, in August 2015.

The workshop aimed to discuss computational models of social computing applied to Digital Education. The 9 revised full papers presented were carefully reviewed and selected from 12 submissions. The papers address issues such as novel data mining and machine learning for social intelligence in digital education.- Social modelling and simulation to investigate social behaviours, emotional intelligence, influence processes and other social aspects that may influence learning performance in an educational environment.- Smart environments and interactive systems of social computing in digital education.- Analysis of social media and media intelligence in digital education.- Mobile social gaming in digital education.- The utilization of mobile and wearable technology in social systems in digital education, and others.

Keywords

learning methods in digital education social computing computational intelligence modelling of social behaviours mobile social gaming interactive systems smart environments novel data mining machine learning

Editors and affiliations

  • Fernando Koch
    • 1
  • Andrew Koster
    • 2
  • Tiago Primo
    • 3
  1. 1.Samsung Research InstituteCampinasBrazil
  2. 2.Samsung Research InstituteCampinasBrazil
  3. 3.Samsung Research InstituteCampinasBrazil

Bibliographic information

  • DOI https://doi.org/10.1007/978-3-319-39672-9
  • Copyright Information Springer International Publishing Switzerland 2016
  • Publisher Name Springer, Cham
  • eBook Packages Computer Science
  • Print ISBN 978-3-319-39671-2
  • Online ISBN 978-3-319-39672-9
  • Series Print ISSN 1865-0929
  • Series Online ISSN 1865-0937
  • Buy this book on publisher's site