Questo prodotto usufruisce delle SPEDIZIONI GRATIS
selezionando l'opzione Corriere Veloce in fase di ordine.
Pagabile anche con Carta della cultura giovani e del merito, 18App Bonus Cultura e Carta del Docente
This book constitutes the refereed proceedings of Second International Workshop on Psychology, Learning, Technology, PLT 2022, which took place in Foggia, Italy, in November 2022.
The 14 full papers were carefully reviewed and selected from 42 submissions. The papers were organized in topical sections as follows: Digital psychology and digital setting; advances in technology enhanced learning and teaching; and bilingualism and second language learning.
Digital Psychology and Digital Settings.- Evaluation of Essays and Comments for Developing Critical Thinking Ability during a University course.- Proposal of an online strength-based CBT intervention model in hospitalized patients with COVID-19: promotion of psychological well-being and prevention of post-COVID emotional symptoms in Italian medical setting.- The relationship between fluid intelligence and memory and how to measure it with technological tools.- New Digital Technologies for Psychotherapy.- Advances in Technology Enhanced Learning and teaching.- Intersectionality Between Open Educational Resources And Sustainable Development Goals: Future Perspectives.- Italian teachers and TPACK-G: An exploratory study of its relationship with attitudes toward DGBL and digital self-efficacy.- Collaborative Creation of Digital Storytelling Using Gamification and its effect on EFL Grammar Learning in Flipped, Blended and Traditional Classes.- Training teachers to "play seriously" testing a Game Design activity for assessment during a teacher training course.- Bilingualism and second language learning.- Bilingualism and second language learning with the use of social robots a scoping review.- Reading Profile in Deaf Adults.- Advances in Technology Enhanced Learning and teaching.- Comparison of traditional and virtual reality learning in children with ADHD.- Exploratory study of the effect of digital storytelling using Tangible User Interfaces on acquired knowledge about a story in a group of primary school children.- Virtual reality and learning in children with SEN.- Game-Based Assessment: between goals and psychometric rigor.
Il sito utilizza cookie ed altri strumenti di tracciamento che raccolgono informazioni dal dispositivo dell’utente. Oltre ai cookie tecnici ed analitici aggregati, strettamente necessari per il funzionamento di questo sito web, previo consenso dell’utente possono essere installati cookie di profilazione e marketing e cookie dei social media. Cliccando su “Accetto tutti i cookie” saranno attivate tutte le categorie di cookie. Per accettare solo deterninate categorie di cookie, cliccare invece su “Impostazioni cookie”. Chiudendo il banner o continuando a navigare saranno installati solo cookie tecnici. Per maggiori dettagli, consultare la Cookie Policy.