Description

Book Synopsis

.- Digital Education in Schools, Higher Education and Communities.
.- Shapes of Data Literacy in Germany’s Higher Educational Landscape: An Empirical Snapshot of an Emergent Discipline.
.- Professional Development for Teachers in Artificial Intelligence and Data Literacy.
.- Lecturers’ Perspectives Regarding AI Competencies for Non-Computer Science Students in  Undergraduate Education.
.- Media Literacy Learning with Social Media Simulators and the Formation of Learner’s Attitude.
.-
Teachers’ Insight: Digital Threats that Imperil Children and Teenagers.
.- Improving Transparency in School Admission Web Forms Through User-Centric Privacy Notices – A Privacy by Design Perspective.
.-
Designing a Learning Environment to Foster Competencies in Information Systems through Business Games.
.-
co.LAB: a Web Platform Dedicated to the Design and Evaluation of Learning Games.
.-
Exploring collaborative learning through a virtual software engineering course.
.-
Virtual Haptic Simulators: Diversifying the Technologies to Enhance Teaching and Learning in Higher Education.
.-
Turning Technophobia into Technophilia: A Study on Academic Staff at the University of Latvia.
.-
Empowering Marginalized Communities through Digital Education: Building a Research Framework Based on the Capability Approach.
.-
EduAbility: An assistive technology awareness and training package.
.-
Computing Education in Schools and Higher Education.
.-
Informatics Competencies for All Teachers – Development of Recommendations for Teacher Education.
.- T
owards Success Factors for Informatics Modules in Teacher Education.
.-
Success Factors of a Large-Scale In-Service Teacher Training in Computer Science.
.- Computer Science for All: Teacher Training for In-service Teachers.
.-
The Role of Tables in Computational Thinking and Mathematical Thinking.
.- T
eachers’ Notions of Computing-Related Concepts in Digital Games Popular among Secondary School Students.
.-
Exploring Computational Thinking as a Predictor to Identify Conceptual Understanding of Programming.
.-
A System for Programming Examinations with Block Components.
.- How is the Gender Image of Programming Different from Other Subjects? A Quantitative Study for Japanese Students.
.-
Examining the Subtlety of Gender Bias in the Australian Digital Technologies Curriculum.
.-
Contributions of IFIP TC3 to Digital Education.
.-
The Contribution of the Official TC3 Journal (EAIT) to Digital Education and Learning during the Global Health Emergency.
.- T
he Contribution IFIP WG3.4 has made over 40 Years to Developments in Higher, Vocational, and Lifelong Learning.

Digitally Transformed Education Are We There Yet

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    A Hardback by Margaret Leahy

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      View other formats and editions of Digitally Transformed Education Are We There Yet by Margaret Leahy

      Publisher: Springer
      Publication Date: 14/06/2025
      ISBN13: 9783031887437, 978-3031887437
      ISBN10:

      Description

      Book Synopsis

      .- Digital Education in Schools, Higher Education and Communities.
      .- Shapes of Data Literacy in Germany’s Higher Educational Landscape: An Empirical Snapshot of an Emergent Discipline.
      .- Professional Development for Teachers in Artificial Intelligence and Data Literacy.
      .- Lecturers’ Perspectives Regarding AI Competencies for Non-Computer Science Students in  Undergraduate Education.
      .- Media Literacy Learning with Social Media Simulators and the Formation of Learner’s Attitude.
      .-
      Teachers’ Insight: Digital Threats that Imperil Children and Teenagers.
      .- Improving Transparency in School Admission Web Forms Through User-Centric Privacy Notices – A Privacy by Design Perspective.
      .-
      Designing a Learning Environment to Foster Competencies in Information Systems through Business Games.
      .-
      co.LAB: a Web Platform Dedicated to the Design and Evaluation of Learning Games.
      .-
      Exploring collaborative learning through a virtual software engineering course.
      .-
      Virtual Haptic Simulators: Diversifying the Technologies to Enhance Teaching and Learning in Higher Education.
      .-
      Turning Technophobia into Technophilia: A Study on Academic Staff at the University of Latvia.
      .-
      Empowering Marginalized Communities through Digital Education: Building a Research Framework Based on the Capability Approach.
      .-
      EduAbility: An assistive technology awareness and training package.
      .-
      Computing Education in Schools and Higher Education.
      .-
      Informatics Competencies for All Teachers – Development of Recommendations for Teacher Education.
      .- T
      owards Success Factors for Informatics Modules in Teacher Education.
      .-
      Success Factors of a Large-Scale In-Service Teacher Training in Computer Science.
      .- Computer Science for All: Teacher Training for In-service Teachers.
      .-
      The Role of Tables in Computational Thinking and Mathematical Thinking.
      .- T
      eachers’ Notions of Computing-Related Concepts in Digital Games Popular among Secondary School Students.
      .-
      Exploring Computational Thinking as a Predictor to Identify Conceptual Understanding of Programming.
      .-
      A System for Programming Examinations with Block Components.
      .- How is the Gender Image of Programming Different from Other Subjects? A Quantitative Study for Japanese Students.
      .-
      Examining the Subtlety of Gender Bias in the Australian Digital Technologies Curriculum.
      .-
      Contributions of IFIP TC3 to Digital Education.
      .-
      The Contribution of the Official TC3 Journal (EAIT) to Digital Education and Learning during the Global Health Emergency.
      .- T
      he Contribution IFIP WG3.4 has made over 40 Years to Developments in Higher, Vocational, and Lifelong Learning.

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