Internet of Things – ICIOT 2023

Internet of Things – ICIOT 2023
Author: Kejiang Ye
Publisher: Springer Nature
Total Pages: 114
Release: 2024-01-18
Genre: Computers
ISBN: 3031517342

This book constitutes the refereed proceedings of the 8th International Conference on Internet on Things, ICIOT 2023, held as part of SCF 2023, in Shenzhen, China, during December 17–18, 2023. The 8 full papers presented in this volume were carefully reviewed and selected from 28 submissions. The papers cover topics in the field of sensors and other types of sensing devices, wired and wireless networks, platforms and tools, data processing/visualization/analysis and integration engines.

Utilizing ICT for Didactics of Social and Experimental Sciences

Utilizing ICT for Didactics of Social and Experimental Sciences
Author: Delgado-Algarra, Emilio José
Publisher: IGI Global
Total Pages: 326
Release: 2024-10-17
Genre: Computers
ISBN:

Technological advances allow for improved immersion experiences using information and communication technologies (ITCs) and their respective didactic possibilities. On the other hand, with the expansion of internet, mobile applications, and video games, they have become common use in student educational environments. By integrating digital tools and resources into the curriculum, teachers can create interactive and immersive learning experiences that cater to diverse learning styles and foster critical thinking skills. Harnessing new technology may allow educators to enrich their classrooms while preparing students to navigate the digital world, bridging the gap between theoretical knowledge and practical application in social and experimental sciences. Utilizing ICT for Didactics of Social and Experimental Sciences explores the benefits of using information and communication technology in social and experimental sciences. It includes strategies and resources such as virtual reality, augmented reality, videogames, and virtual classrooms that can transform social sciences, teaching and learning, and society. This book covers topics such as digital technology, virtual reality, and gamification, and is a useful resource for computer engineers, scientists, sociologists, education professionals, academicians, and researchers.