Literatura académica sobre el tema "Implicazioni Cognitive Digital Textbook"

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Artículos de revistas sobre el tema "Implicazioni Cognitive Digital Textbook"

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Granik, G. G., and N. A. Borisenko. "Psychological and Didactic Issues of Digital Textbooks Creation." Психологическая наука и образование 26, no. 3 (2021): 102–12. http://dx.doi.org/10.17759/pse.2021260307.

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The article substantiates a special approach to the development of a school digital textbook which is based on the idea of synthesis of psychological, didactic, methodological, and subject knowledge with the priority of using the psychic pat- terns of personality development. To denote an interactive electronic textbook, it is proposed to use the term “digital textbook” (DT). From the methodological point of view, DT is regarded as an “enhanced” paper textbook, characterized by such basic properties as interactivity, multimodality, hypertextuality, and personality. The question about the devel
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Mohar, Alenka Kepic. "The Materiality of Textbooks." Logos 30, no. 2 (2019): 26–34. http://dx.doi.org/10.1163/18784712-03002005.

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This article discusses changes in the materiality of textbooks by examining several examples of primarily Slovene textbooks from various periods. By focusing on their spread design rather than technical aspects (e.g., length, weight, and format), one may infer that their materiality changed with the development of printing technologies and publishing skills. Based on the assumption that textbook visuality is a field of meaning that requires different bodily movements, postures, and engagement with the physical environment to produce cognitive processing, this article sheds light on how the bod
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Wardaszko, Marcin, and Błażej Podgórski. "Mobile Learning Game Effectiveness in Cognitive Learning by Adults: A Comparative Study." Simulation & Gaming 48, no. 4 (2017): 435–54. http://dx.doi.org/10.1177/1046878117704350.

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Background. The effectiveness of digital game-based learning is an important issue. Mobile learning games (MLG) are rapidly growing trends among the digital game-based learning genre. Although many studies have been conducted and mobile games have been shown to have an unquestionable potential as a learning method, their effectiveness has not been fully proven, and the positive impacts and outcomes of mobile learning games with respect to learning have yet to be investigated. Aim. The study aimed at capturing the cognitive learning outcomes and the process of knowledge acquisition. The study h
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Egorov, Sergey Yu, Roman S. Shilko, Artem I. Kovalev, and Yury P. Zinchenko. "Prospects for the Digital Education Development: Analysis from the Standpoint of System-Activity Approach." Vestnik RFFI, no. 4 (December 12, 2019): 120–27. http://dx.doi.org/10.22204/2410-4639-2019-104-04-120-127.

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Traditional "analog" form of the educational environment (textbook, system of classroom lessons) undergoes significant transformation driven by innovative educational configuration ("human – computer – digital educational environment"). Numerous electronic systems, resources, online-courses, mobile applications are developed and included in educational process. Immediate availability of considerable informational volumes and the content variability creates new operating conditions of personal cognitive processes. Since the possibilities and diversity of digital technologies are rapidly growing
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Kimura, Midori. "Digital Storytelling and Oral Fluency in an English Reading Class at a Japanese University." International Journal of Computer-Assisted Language Learning and Teaching 2, no. 1 (2012): 1–12. http://dx.doi.org/10.4018/ijcallt.2012010101.

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The purpose of this study is to examine the effectiveness of digital storytelling (DST) in improving oral reading fluency by using the preview function of the software Photo Story 3. This application easily handles the recording and revising of a narration, which is an essential part of oral reading. DST is the art of telling stories through the use of various multimedia, such as text, still images, audio, and video. DST combines the functions of visualizing and verbalizing, which are essential for language comprehension and thinking from the perspective of cognitive neuroscience. The particip
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Aksenova, Marina, and Elmira Miftyakova. "Pedagogical opportunities of information and communication technologies at lessons of geography." InterCarto. InterGIS 25, no. 2 (2019): 297–308. http://dx.doi.org/10.35595/2414-9179-2019-2-25-297-308.

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In connection with the reduction of cognitive interest among learners to study geography, information and communication technologies are called upon to help in solving this problem. At a modern lesson of geography important is a maintenance of process of studying of geography the sound moments and a visual row, such combination of means of education promotes creation of effective productive educational activity. Information and communication learning tools are the main learning tools in the classroom, and the teacher is designed to organize learning activities with learning tools in the classr
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Nardi, Andrea. "PROGETTARE UN LIBRO DI TESTO DIGITALE TRA CRITICITÀ E OPPORTUNITÀ." Media Education 9, no. 2 (2020): 252–74. http://dx.doi.org/10.36253/me-8813.

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In Italia la vigente cornice legislativa prevede nelle scuole la transizione al libro di testo elettronico e individua nei docenti i principali soggetti coinvolti nell’autoproduzione e valutazione di questi materiali didattici digitali. Nel presente studio vengono descritti il design, lo sviluppo e la valutazione di un prototipo di libro di testo digitale, multimediale e interattivo, nel tentativo di indagare le principali criticità poste dalla sua realizzazione, i possibili elementi di innovazione rispetto al tradizionale libro di testo, e fornire delle linee-guida ai docenti sempre più respo
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Kamaleeva, A. R., and V. V. Slepushkin. "ELECTRONIC EDUCATIONAL PUBLICATIONS ON THE HISTORY OF RUSSIA IN THE CONTEXT OF DIGITALIZATION OF THE LEARNING PROCESS." Izvestiya of the Samara Science Centre of the Russian Academy of Sciences. Social, Humanitarian, Medicobiological Sciences 22, no. 75 (2020): 40–46. http://dx.doi.org/10.37313/2413-9645-2020-22-75-40-46.

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The article points out the importance of electronic books for digital izing education. It touches upon a brief story of appearance and development of electronic books, the experience of their implementation in schools in South Korea, Finland, the United States of America, and the Russian Federation. During COVID-19 pandemic online format of education has become universal at schools and revealed new contradictions and problems. Also, it highlights the main advantages of electronic books (multimedia possibilities, relevance, individual approach, wide use of media materials etc.) and the main dis
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Abubaker, Azza, and Zhongyu (Joan) Lu. "Model of E-Reading Process for E-School Book in Libya." International Journal of Information Retrieval Research 1, no. 3 (2011): 35–53. http://dx.doi.org/10.4018/ijirr.2011070103.

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Defining the stages which the reader follows when reading e-resources is one of several factors which can provide significant insights into actual reading behaviours and cognitive processes of readers. Two different samples of students who study in Libyan primary schools, aged 9 to 12, were selected to investigate how students use and interact with both print and digital school books, identify the e-reading process, outline the aims of using the internet and technology, and define what students like and dislike in both versions. Furthermore, students found using the e-textbook to be more diffi
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Koć-Januchta, Marta M., Konrad J. Schönborn, Lena A. E. Tibell, Vinay K. Chaudhri, and H. Craig Heller. "Engaging With Biology by Asking Questions: Investigating Students’ Interaction and Learning With an Artificial Intelligence-Enriched Textbook." Journal of Educational Computing Research 58, no. 6 (2020): 1190–224. http://dx.doi.org/10.1177/0735633120921581.

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Applying artificial intelligence (AI) to support science learning is a prominent aspect of the digital education revolution. This study investigates students’ interaction and learning with an AI book, which enables the inputting of questions and receiving of suggested questions to understand biology, in comparison with a traditional E-book. Students ( n = 16) in a tertiary biology course engaged with the topics of energy in cells and cell signaling. The AI book group ( n = 6) interacted with the AI book first followed by the E-book, while the E-book group ( n = 10) did so in reverse. Students
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Tesis sobre el tema "Implicazioni Cognitive Digital Textbook"

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Nardi, Andrea. "Leggere e studiare sullo schermo. Dal design del testo digitale alla verifica degli apprendimenti basata sul computer." Doctoral thesis, 2018. http://hdl.handle.net/2158/1126915.

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Le problematiche relative ai recenti cambiamenti apportati dalla tecnologia digitale nell’attività di lettura e le loro implicazioni sui processi cognitivi sono oggi oggetto di vivace dibattito. In un contesto caratterizzato dalla crescente diffusione della lettura digitale, online su schermo, fuori e dentro la Scuola, i ricercatori sono chiamati a valutarne i punti di forza e debolezza, le prerogative e i rischi, nel tentativo di capire se, dove e quando la digitalità di un testo possa rappresentare un reale valore aggiunto per i processi di formazione e apprendimento. Nonostante non vi si
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Capítulos de libros sobre el tema "Implicazioni Cognitive Digital Textbook"

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Hariman, Keith. "Digital interventions for mental health." In Oxford Textbook of Social Psychiatry, edited by Dinesh Bhugra, Driss Moussaoui, and Tom J. Craig. Oxford University PressOxford, 2022. http://dx.doi.org/10.1093/med/9780198861478.003.0055.

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Abstract Digital interventions have been employed in psychiatry since the 1980s, when computerized cognitive behaviour therapy was rolled out. There has been an explosion in technological advances since then, with the development of the internet, smartphones, and social media. Social media, in particular, provides a new platform on which mental health interventions may be given. This chapter will first outline the technological advances over the last 40 years, including the various aspects of artificial intelligence. Specific examples through which technology can enhance our ability to assess and diagnose, monitor, and treat patients with mental health illnesses will then be described. The relevant ethical issues on the use of technology in mental health, especially the concerns over privacy, data algorithms, and fairness will also be discussed. The chapter will conclude with a discussion on the specific roles in the treatment of mental illness artificial intelligence is likely to adopt in the future.
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Railean, Elena. "Digital Textbook in Personal Learning Portfolios." In Practice, Progress, and Proficiency in Sustainability. IGI Global, 2014. http://dx.doi.org/10.4018/978-1-4666-5856-1.ch035.

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This chapter investigates a case of interdisciplinary pedagogical innovation for sustainability: digital textbooks in personal learning portfolios. In particular, its aim to provide a mean by which the metasystems learning design approach can be applied in sustainable development of user engaged in a powerful learning environment. Indeed, it is suggested that learning is a complex process within the learning environment and is composed of information/communication, cognitive activity and environmental assessment. The analysis of learning requires a complex investigation of the educational system based on understanding the inputs, outputs and process charactersitics and theirs trends. These can be done on the basis of interdisciplinary pedagogical innovation for sustainability. Such innovation could be achieved if learning outcomes will be designed according to core crossprinciples and their norms of application. The chapter is motivated by the fact that Google Drive provides a useful service for the metasystems learning design approach, allowing to store, personalise, peer review and access files anywhere. These results highlight how both core concepts and metasystems learning design principles need to be considered in tandem in order to create a powerful learning environment that will guarantee the learning outcomes.
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Railean, Elena. "Knowledge Management Model for Electronic Textbook Design." In Enterprise Resource Planning Models for the Education Sector. IGI Global, 2013. http://dx.doi.org/10.4018/978-1-4666-2193-0.ch005.

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This chapter aims to describe a new knowledge management (KM) model, which can be considered an enterprise resources planning model proved in Electronic Textbook in Electronic Portfolio technology. The model comprises a dynamic and flexible instructional strategy which allows constructing the personalized digital content through development of core structure of competence. This strategy allows bidirectional transitions from tacit to explicit knowledge and hermeneutic dialogues. The KM model can be described using adjacency matrix and optimized knowledge graphs techniques. The target audience of this chapter is expected to be consisted of educational management students, professionals and researchers working in the field of education including policy makers, consultants, and agencies. Applications and methodologies validate the educational efficiency of KM model for electronic textbook design. The affordance of the KM model for education relies on informational / communicational processes, cognitive processes, and computerized assessment processes.
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"Didactic Model of eTextbook." In Advances in Educational Technologies and Instructional Design. IGI Global, 2015. http://dx.doi.org/10.4018/978-1-4666-8300-6.ch008.

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This chapter analyses the issue of effective design based on cross-principles. Based on theoretical-practical data, it proposes a new didactical model that reflects both the digital textbook' structure and the processes triggered by the digital textbook. It is argued that there are many instructional system design models, but the didactic model is a conceptualisation of processes based on postmodernism philosophy. The core of the didactical model is the processes for and of cognitive activity, designed as a pedagogical scenarios and managed through externalization, internalization, intermediation and cognition. At all knowledge management phases the personalisation of the digital content can be made on cognitive, affective and psychomotor levels. Conclusions and future research are provided at end.
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Railean, Elena A. "Innovation and Creativity in Applied Learning Theory and Design." In Handbook of Research on Applied Learning Theory and Design in Modern Education. IGI Global, 2016. http://dx.doi.org/10.4018/978-1-4666-9634-1.ch002.

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Innovation and creativity are two moderns concerns in educational sciences. These terms cannot be understood without the investigation of technology of contemporary learning environments. The learning design of these environments aims to describe (meta)cognitive activities and sequences of teaching, assessment and learning processes. Recent years have seen a ground in the number of peer-reviewed articles that investigate innovation and creativity in digital textbook learning environments. This chapter analyses EBSCO HOST and Google Scholar databases in order to prove MetaSystems Learning Design approach. This presents unique insight into significance of frontier research in pedagogy. These chapter reviews peer review articles and interprets their findings in order to answer the following questions: (1) What is the theoretical basis for understanding innovation and creativity in applied learning theory of digital textbooks? and (2) How do pre-existing innovation and creativity tendencies influence the way of frontier research in pedagogy?
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