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Product details:
- ISBN 10: 303050896X
- ISBN 13: 9783030508968
- Author: Waldemar Karwowski
This book addresses the importance of human factors in optimizing the learning and training process. It reports on the latest research and best practices, and discusses key principles of behavioral and cognitive science, which are extremely relevant to the design of instructional content and new technologies to support mobile and multimedia learning, virtual training and web-based learning, among others, as well as performance measurements, social and adaptive learning and many other types of educational technology, with a special emphasis on those important in the corporate, higher education, healthcare and military training contexts. Gathering contributions to the AHFE 2020 Virtual Conference on Human Factors in Training, Education, and Learning Sciences, held on July 16–20, 2020, the book offers a timely perspective on the role of human factors in education. It highlights important new approaches and ideas, and fosters new discussions on how to optimally design learning experiences.
Table of contents:
A Platform for Tracking Teacher-Student Interaction
Optimizing the Learning Experience: Examining Interactions Between the Individual Learner and the Learning Context
Novice and Experienced EAP Practitioners’ Pedagogical Content Knowledge: Teachers’ Cognitions and Students’ Perceptions
Exploring the True Motivation of Faculty Members to Promote Technological Innovation in Their Courses
Predict Trainee’s Comprehension from Computer Operations with Deep Learning
The Infographic Process of Synthesizing Complex Information About the Individual Legacies of Retired Teachers and Researchers in Art and Design
Augmented Reality Based Scientific Gateway as Education Form
Strengthening Teacher Service Capacities to Improve Empowerment in School Feeding
Performance in Mathematical and Scientific School Subjects as an Indicator of Success in Undergraduate Modules in Construction Economics in South Africa
Research on Digital Reading App Design to Stimulate Reading Motivation of Teenagers
The Design and Implementation of Effective Teaching Based on Human Factors Engineering
Ethical Considerations on Using Learning Analytics in Finnish Higher Education
The Rise of Communication Design in Portugal: An Overview of the Higher Education Teaching Methodologies
Educational Deprivation in Latin America: Structural Inequality Beyond Borders
Research on the Reform of Higher Engineering Education from the Perspective of Smart Service Management—Based on the Program Comparison Between USA’s MIT and China’s Tianjin University
Matrix for the Planification from the Formative and Scientific Investigation that Helps the Teaching-Learning Process
Teaching-Learning Ergonomics in Virtual and Distance Education: Bibliometric Review
Garbage Classification Education Application Design – Taking Shanghai, China as an Example
Academic School Performance as an Indicator of Success in Undergraduate Studies in Construction Economics in South Africa
Research Competency Training for Students of the Superior Technological Institute of Administrative and Commercial Training
Healthcare Education and Mobile Learning Systems
Improving Children’s STEAM Education and Their Global Competence Through Collaborative Cooking
The Sustainable Business Model of Health Resort Enterprise and the Role of Education in Pro-ecological Behavior
Mobile Phones in Laboratory: Effects on Laboratory User Performances
Digital Prequalification for Nursing Trainees with Migration Background
Developing a Reinforcement Learning Agent for the Game of Checkers
Mobile App for Psycho-Statistics Learning
Mental Health in Different College Education Systems
The Effects of the Exposure to an Aromatic Environment on Students During University Engineering Final Exam – A Pilot Study
Competency Achievement Through Interactive Multimedia and Gamification
From Technical and Non-technical Skills to Hybrid Minds: Reconceptualizing Cognition and Learning in Semi-automated Environments
Quantifying Video Gaming Expertise
Developing a Model on the Effects of Management Games for Human Resource Development: From a Benefit Delay and Acquisition Perspective
Development of Video Games to Improve the Learning of Data Structures
Improve Learning Performance with Diverse Teaching Methods
Visual Scanning and Reading Speed Following 5-Days of Mindfulness-Based Stress Reduction: A Pilot Study
Collaborative Cognitive Training Game to Enhance Selective Sustained Attention in Preschoolers
The Practice of TBL+ Flipped Classroom in the Music Aesthetics Course Under the Music Gesture Theory
Development of a Game-Based Learning Platform for U.S. Navy Netted Force Concepts
Training and Certification
Aircrew Performance Measurement and Proficiency: A Need for Better Operational Capabilities
What the Maritime Industry Can Learn from Safety Training in the Process Industry and Why Non-technical Skills are Indispensable for Mariners in Critical Situations
From Tacit Knowledge to Visual Expertise: Eye-Tracking Support in Maritime Education and Training
Using Virtual Worlds as an Integrated Part of Virtual Distance Learning (VDL) Networks in Simulator-Based Education
The Influence of Multi-media Related to Creative Learning
Review of German “Master Craftsman Qualification Certificate” Examination
Learning Technologies and Preparation of Future Workforce
Innovations, Agile Management Methods and Personnel Development
Using AI to Decrease Demand and Supply Mismatch in ITC Labour Market
Preparing Students for the Challenging Job Markets over the Next Decade
Methodology of Dictionaries of Sector Competences (DCS), to Design Standards of Professional Competences, Research and Labor
E-learning as a Strategic Solution for the Preservation and Revitalization of Disappearing Industrial Cultures in Portugal
Multisensory Learning System Applying Augmented Reality
The Effect of Curriculum Integrated Technology-Based Universal Design of Learning Approach on Academic Achievement of Elementary School Students
VR in Education: Ergonomic Features and Cybersickness
AHP for a Comparative Study of Tools Used for Programming Learning
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