Overview
- Presents case studies on technological advances and methods of learning and teaching
- Evaluates methods to explore how to improve learning and training effectiveness
- Explains concepts and proposes solutions to issues concerning the application of new technology in education & training
Part of the book series: Lecture Notes in Educational Technology (LNET)
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About this book
This book presents the selected papers of the 5th International Conference on Advance in Education and Information Technology (AEIT 2024), which was held in Nagoya, Japan, 2024 January 5-7. With a worldwide increase in technology-enhanced learning in school and industry settings, there has been a progressive increase in the implementation of new technology in education and training. Issues surrounding teaching approaches, classroom management, and the evaluation of learning effectiveness are now considered of global concern.
Topics and technical areas covered include but are not limited to: Online/Virtual Laboratories, Classroom and Laboratory Integration, Managed Learning Environments (MLEs), Learning Management Systems (LMS), Collaborative Virtual Environments (CVEs), and Experiences in Educational/Serious Games.
This book serves as a useful reference for early career scholars, academics, entrepreneurs and professionals who are working in the field of implementing new technology in education and training.
Keywords
- Blended Learning
- Web Classroom Application
- Online/Virtual Laboratories
- Classroom and Laboratory: Integration
- Managed Learning Environments (MLEs)
- Learning Management Systems (LMS)
- Technology-Enhanced Learning
- Collaborative Virtual Environments (CVEs)
- Virtual Learning Environments (VLEs)
- Social Media in Education
- AI, XR (AR, MR and VR) in Education and Training
Editors and Affiliations
About the editor
Professor Jon-Chao Hong received his doctoral degree in Education from the University of Illinois, Champaign-Urbana, the United States of America. He is currently working as a Chair Professor in the department of industrial education at National Taiwan Normal University (NTNU). As the Director of the Digital Game-based Learning Laboratory (GBL), he has developed 9 web games, 24 educational Apps and virtual reality (VR) for skill training and language learning.
As the secretary general of the Taiwan Creativity Development Association, he organizes several creative contests relevant to STEAM (Science, Technology, Engineering, the Arts and Mathematics), such as the PowerTech Contest, which invites elementary, junior and senior high school students to produce robots or miniatures for friendly competition, with a focus on ensuring students’ hands-on creation without parental or teacher assistance. As the executive secretary of the International Exhibition for Young Inventors (IEYI), he promotes this innovative contest to give students opportunities to stimulate their science inquiry abilities, and also to cultivate students’ creativity and thinking attitude of STEAM. In addition, he has published a number of academic articles in international journals related to digital game-based learning, and thinking skills and creativity, and received the Outstanding Research Prize from the Ministry of Science and Technology in Taiwan.
Bibliographic Information
Book Title: New Technology in Education and Training
Book Subtitle: Select Proceedings of the 5th International Conference on Advance in Education and Information Technology
Editors: Jon-Chao Hong
Series Title: Lecture Notes in Educational Technology
Publisher: Springer Singapore
eBook Packages: Education, Education (R0)
Copyright Information: The Editor(s) (if applicable) and The Author(s), under exclusive license to Springer Nature Singapore Pte Ltd. 2024
Hardcover ISBN: 978-981-97-4217-2Due: 14 September 2024
Softcover ISBN: 978-981-97-3882-3Due: 14 September 2024
eBook ISBN: 978-981-97-3883-0Due: 14 September 2024
Series ISSN: 2196-4963
Series E-ISSN: 2196-4971
Edition Number: 1
Number of Pages: X, 190
Number of Illustrations: 25 b/w illustrations