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    Chapter and Conference Paper

    Understanding User Perspectives on an Educational Game for Civic and Social Inclusion

    This paper presents a comprehensive analysis of user perspectives on an educational game designed to promote civic and social inclusion. The study employed a questionnaire-based survey with 302 respondents, ai...

    Edgaras Dambrauskas, Daina Gudonienė in Information and Software Technologies (2024)

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    Book and Conference Proceedings

    Information and Software Technologies

    29th International Conference, ICIST 2023, Kaunas, Lithuania, October 12–14, 2023, Proceedings

    Audrius Lopata, Daina Gudonienė in Communications in Computer and Information Science (2024)

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    Chapter and Conference Paper

    Chatbots Scenarios for Education

    Educational chatbots are digital tools designed to assist learners in various educational settings. These chatbots use natural language processing (NLP) and machine learning algorithms to simulate human conver...

    Sirje Virkus, Henrique Sao Mamede in Information and Software Technologies (2024)

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    Chapter and Conference Paper

    Using a MOOC to Train Teachers to Design and Deliver MOOCs

    The open and online nature of Massive Online Open Courses (MOOC) can be a way to improve the success and efficiency of formal educational paths in Higher Education because the MOOC model provides a flexible ap...

    Carlos Vaz de Carvalho, Diana Andone, Vlad Mihaescu in Learning Technologies and Systems (2023)

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    Chapter and Conference Paper

    Preliminary Validation of ENGAME: Fostering Civic Participation and Social Inclusion Through an E-Learning Game

    INGAME project has as its aim, directly and indirectly, improve the users’ digital, language, reading, communication and collaboration skills. It will also introduce and integrate gaming into school teaching m...

    Alicia García-Holgado, Andrea Vázquez-Ingelmo in Learning and Collaboration Technologies (2023)

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    Chapter and Conference Paper

    A Case Study on Gaming Implementation for Social Inclusion and Civic Participation

    The aim of the paper is to present the processes of the game implementation and design. Nowadays technologies could play an active role in promoting social inclusion and equal participation by providing people...

    Afxentis Afxentiou, Peter Frühmann in Information and Software Technologies (2022)

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    Chapter and Conference Paper

    Technology-Enriched Challenge-Based Learning for Responsible Education

    The paper presents a study on the relevance of the challenge-based learning (CBL) approach in today’s learning process, introduces the stages of CBL and their key elements, reviews the possible ways of learnin...

    Jurgita Barynienė, Asta Daunorienė in Information and Software Technologies (2022)

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    Book and Conference Proceedings

    Information and Software Technologies

    28th International Conference, ICIST 2022, Kaunas, Lithuania, October 13–15, 2022, Proceedings

    Audrius Lopata, Daina Gudonienė in Communications in Computer and Information Science (2022)

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    Chapter and Conference Paper

    An Engineering Solution for a Correlation Between a Competences Framework and Learning Units in an Educational Platform

    The paper presents research on the engineering solutions on how to connect the competences frameworks and the learning units (LU) in open courses, i.e. how the competences correlate with LU. The existing liter...

    Rita Butkiene, Daina Gudoniene in Information and Software Technologies (2021)

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    Chapter

    Integration of IoT Concepts into STEAM-Driven Computer Science Education

    Internet of things (IoT) is rapidly changing STEAM (Science, Technology, Engineering, Art, Math) education where sensors and devices are connected and becoming a challenge for computing and communication. Sinc...

    Renata Burbaitė, Daina Gudonienė in The Internet of Things for Education (2021)

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    Chapter and Conference Paper

    Ingame Design Framework

    The paper presents the framework on the educational online game design for social inclusion. Authors are analysing the pedagogical approach and technological solutions for the game design and planning educatio...

    Daina Gudoniene, Tomas Blazauskas in Information and Software Technologies (2021)

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    Book and Conference Proceedings

    Information and Software Technologies

    27th International Conference, ICIST 2021, Kaunas, Lithuania, October 14–16, 2021, Proceedings

    Audrius Lopata, Daina Gudonienė in Communications in Computer and Information Science (2021)

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    Book and Conference Proceedings

    Information and Software Technologies

    26th International Conference, ICIST 2020, Kaunas, Lithuania, October 15–17, 2020, Proceedings

    Audrius Lopata, Rita Butkienė in Communications in Computer and Information Science (2020)

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    Chapter and Conference Paper

    The VOIL Digital Transformation Competence Framework. Evaluation and Design of Higher Education Curricula

    This paper presents a framework to evaluate and develop curricula for higher education in the context of digital transformation. Develo** well guided learning journeys for the digital transformation is still...

    Klaus North, Andreas Hermann, Isabel Ramos in Information and Software Technologies (2020)

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    Chapter and Conference Paper

    Smart Learning Objects for Online and Blended Learning Approach

    Approach to learning is changing all the time by involving emergent technologies and methods and adapting them according to the learners’ needs. New technologies help to create Smart Learning Objects (SLOs) th...

    Danguole Rutkauskiene, Daina Gudoniene in Smart Education and e-Learning 2019 (2019)

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    Chapter and Conference Paper

    Search, Exchange and Design of Learning Objects in Learning Objects Repositories

    The growing number of open educational resources (OER) causes the problem of search and sharing, design and reusability of learning objects in the semantic web according to a chosen subject. The authors have w...

    Daina Gudoniene, Danguole Rutkauskiene in Smart Education and e-Learning 2017 (2018)

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    Chapter and Conference Paper

    The Ways of Using Augmented Reality in Education

    As the improvement in the technologies is fast and widespread, it should be used for its best. Emerging technologies like an augmented reality are used to play games when at the same time it can be the best mo...

    Daina Gudonienė, Tomas Blažauskas in Information and Software Technologies (2018)

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    Chapter and Conference Paper

    Technological Challenges for Learning Objects in MOOCs Design

    The paper presents discussion on the technological challenges for learning objects (LO) and massive open online courses (MOOCs) design. Research results will suggest to educators the model for modernization or...

    Daina Gudonienė, Rūta Dapkūnaitė in Information and Software Technologies (2016)

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    Chapter and Conference Paper

    The Gamification Model for E-Learning Participants Engagement

    The active use of Information and Communication Technologies (ICT) caused the creation of new ICT application models in various sectors. Due to that, education is getting more and more interactive as more conc...

    Danguole Rutkauskiene, Daina Gudoniene in Smart Education and e-Learning 2016 (2016)

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    Chapter and Conference Paper

    Methods and Technologies for ICT Workers Virtual Mobility

    The use of information communication technologies (ICT) in continuing and professional development is one of the possibilities for ICT workers to be oriented to job mobility or virtual mobility. One of the mai...

    Danguole Rutkauskiene, Daina Gudoniene in Smart Education and Smart e-Learning (2015)

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