Description

Book Synopsis

.- Artificial Intelligence in Education.
.- Understanding AI Integration Challenges in Education: A Brief Systematic Literature Review.
.- Unlocking the Potential of Large Language Models for AI-Assisted Medical Education: A Case Study with ChatGPT.
.- Leveraging Generative Artificial Intelligence for Analyzing Handwritten Chemistry Notes: A chatbot support for Students queries.
.- Enhancing Computer Programming Education: Integrating Advanced AI Tools for Challenging Curriculum Projects.
.- Artificial Intelligence and Machine Learning in Primary Education: A Case Study in Portugal.
.- Improving Teaching with Artificial Intelligence Scaffolding in Physics Education with GPT.
.- Integrating Computational Thinking and Artificial Intelligence into Mathematics Education: A Pathway for the 21st Century.
.- The Impact of Artificial Intelligence on Flipped and Online Learning.
.- Personalization of a learning environment supported by AI for vocational training based on skills required: A research proposal.
.- Large Language Models and Intelligent Agents in Education.
.- Course design with artificial intelligence agents.
.- Emerging Technologies and Learning Environments.
.- The Degree of Contribution of Smart Digital learning Platforms to the Development of Entrepreneurship: the KKUx Platform as a Model.
.- Arabic-Indonesian Translation Errors: An Analysis of Google Translate for Arabic Language Students.
.- Electromagnetic waves all around us. Put your glasses on and sense them.
.- Driving Engagement in Learning: Exploring the Impact of an Augmented Reality Mobile Application for Astronomy Education.
.- Exploring the impact of modern board game and video game playing frequency on critical thinking.
.- Serious Game Design for Green Mobility: A Lean Inception Approach.
.- Digital games’ instrumental orchestrations to enhance integral calculus learning – a case study.
.- How museums are changing their visitors’ experience with new formats and approaches to digital storytelling.
.- Teaching Programming with Makey Makey in Lower Secondary School.
.- Learning design integrating a gamified Augmented Reality application.
.- Towards Meaningful Learning: a Home-Grown Approach to Teaching and Learning in Developing Country.
.- EduGenZ: A gamified educational framework for GenZ using affective and immersive technology.
.- Taking a Flight with Drones in STEM Education: Benefits, Affordances, Facilitating Factors and Challenges.
.- Students as Users of Augmented Reality Glasses: Their Experiences and Perceptions.
.- MindOfMine v.2: Towards a Closed-Loop Serious Game Platform for Personalized Cognitive Enhancement in Mental Disorders.
.- Educational Robotics to support Kindergarten Student’s Problem-Solving Skills: a case study.
.- Guidelines for Using Mixed Reality to Teach STEM Subjects.

Technology and Innovation in Learning Teaching and Education

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    Order before 4pm today for delivery by Thu 18 Jun 2026.

    A Paperback by Arsénio Reis

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      View other formats and editions of Technology and Innovation in Learning Teaching and Education by Arsénio Reis

      Publisher: Springer
      Publication Date: 19/09/2025
      ISBN13: 9783032026743, 978-3032026743
      ISBN10:

      Description

      Book Synopsis

      .- Artificial Intelligence in Education.
      .- Understanding AI Integration Challenges in Education: A Brief Systematic Literature Review.
      .- Unlocking the Potential of Large Language Models for AI-Assisted Medical Education: A Case Study with ChatGPT.
      .- Leveraging Generative Artificial Intelligence for Analyzing Handwritten Chemistry Notes: A chatbot support for Students queries.
      .- Enhancing Computer Programming Education: Integrating Advanced AI Tools for Challenging Curriculum Projects.
      .- Artificial Intelligence and Machine Learning in Primary Education: A Case Study in Portugal.
      .- Improving Teaching with Artificial Intelligence Scaffolding in Physics Education with GPT.
      .- Integrating Computational Thinking and Artificial Intelligence into Mathematics Education: A Pathway for the 21st Century.
      .- The Impact of Artificial Intelligence on Flipped and Online Learning.
      .- Personalization of a learning environment supported by AI for vocational training based on skills required: A research proposal.
      .- Large Language Models and Intelligent Agents in Education.
      .- Course design with artificial intelligence agents.
      .- Emerging Technologies and Learning Environments.
      .- The Degree of Contribution of Smart Digital learning Platforms to the Development of Entrepreneurship: the KKUx Platform as a Model.
      .- Arabic-Indonesian Translation Errors: An Analysis of Google Translate for Arabic Language Students.
      .- Electromagnetic waves all around us. Put your glasses on and sense them.
      .- Driving Engagement in Learning: Exploring the Impact of an Augmented Reality Mobile Application for Astronomy Education.
      .- Exploring the impact of modern board game and video game playing frequency on critical thinking.
      .- Serious Game Design for Green Mobility: A Lean Inception Approach.
      .- Digital games’ instrumental orchestrations to enhance integral calculus learning – a case study.
      .- How museums are changing their visitors’ experience with new formats and approaches to digital storytelling.
      .- Teaching Programming with Makey Makey in Lower Secondary School.
      .- Learning design integrating a gamified Augmented Reality application.
      .- Towards Meaningful Learning: a Home-Grown Approach to Teaching and Learning in Developing Country.
      .- EduGenZ: A gamified educational framework for GenZ using affective and immersive technology.
      .- Taking a Flight with Drones in STEM Education: Benefits, Affordances, Facilitating Factors and Challenges.
      .- Students as Users of Augmented Reality Glasses: Their Experiences and Perceptions.
      .- MindOfMine v.2: Towards a Closed-Loop Serious Game Platform for Personalized Cognitive Enhancement in Mental Disorders.
      .- Educational Robotics to support Kindergarten Student’s Problem-Solving Skills: a case study.
      .- Guidelines for Using Mixed Reality to Teach STEM Subjects.

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