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Learning Technologies and Systems : 21st International Conference on Web-Based Learning, ICWL 2022, and 7th International Symposium on Emerging Technologies for Education, SETE 2022, Tenerife, Spain, November 21–23, 2022, Revised Selected Papers
Constructing Low-Redundant and High-Accuracy Knowledge Graphs for Education
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Author(s):
Wentao Li
,
Huachi Zhou
,
Junnan Dong
,
Qinggang Zhang
,
Qing Li
,
George Baciu
,
Jiannong Cao
,
Xiao Huang
Publication date
(Online):
May 26 2023
Publisher:
Springer International Publishing
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Denny Vrandečić
,
Markus Krötzsch
(2014)
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Language Models as Knowledge Bases?
Fabio Petroni
,
Tim Rocktäschel
,
Sebastian Riedel
…
(2019)
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Fast rule mining in ontological knowledge bases with AMIE \(+\) +
Luis Galárraga
,
Fabian Suchanek
,
Christina Teflioudi
…
(2015)
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Book Chapter
Publication date (Print):
2023
Publication date (Online):
May 26 2023
Pages
: 148-160
DOI:
10.1007/978-3-031-33023-0_13
SO-VID:
72381d58-cad3-4e36-b947-1efb38b4fbdc
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Book chapters
pp. 3
Digital Divide, Local and Global? Surveying Augmented Reality Educational Usage in Europe and South America
pp. 16
Gamifying Experiential Learning Theory
pp. 29
The Learning Analytics System that Improves the Teaching-Learning Experience of MOOC Instructors and Students
pp. 41
Intelligent Instructional Design via Interactive Knowledge Graph Editing
pp. 53
A Two-Step Process for Analysing Teacher’s Behaviors Using a Scenario-Based Platform
pp. 63
New Digital Tools to Teach Soft Skills and Sustainability for the Labor Market: Gamification as a Tool for Competency Acquisition in Realistic Contexts
pp. 74
Pocket English Master – Language Learning with Reinforcement Learning, Augmented Reality and Artificial Intelligence
pp. 86
The Design of an Adaptive Tool Supporting Formative Assessment in Data Science Courses
pp. 98
Serious Games for Social Problems
pp. 110
Contextual Ontology-Based Feature Selection for Teachers
pp. 122
Automated Assessment in Computer Science: A Bibliometric Analysis of the Literature
pp. 135
Can Educators Develop Digital Role-Playing Games?
pp. 148
Constructing Low-Redundant and High-Accuracy Knowledge Graphs for Education
pp. 161
Extracting the Language of the Need for Urgent Intervention in MOOCs by Analysing Text Posts
pp. 174
Challenges in the Implementation of Web Based Digital Content Repository for Teachers in Bulgaria
pp. 180
Providing Meaningful Digital Competence Assessment Feedback for Supporting Teachers Professional Development
pp. 190
An Intelligent Chatbot Supporting Students in Massive Open Online Courses
pp. 202
Using a MOOC to Train Teachers to Design and Deliver MOOCs
pp. 214
Towards a Metaverse of Knowledge
pp. 229
Acceptance Evaluation of a Serious Game to Address Gender Stereotypes in Mexico
pp. 241
Learning Experience Design with Maker Education
pp. 253
Mobile English Learning: A Meta-analysis
pp. 265
360° Tour as an Interactive Tool for Virtual Laboratories: A Proposal
pp. 270
Wearable Devices for Smart Education Based on Sensing Data: Methods and Applications
pp. 282
The Use of Verbs in International Chinese Language Education
pp. 290
A Tangible Learning Application from the 3D Printer for the Practical Teaching of Meat Cutting in Inclusive Vocational Education
pp. 302
A New World of Open Space: Reflections and Perspectives of Chinese Scholars on the Digital Transformation of Education and Future Education Research
pp. 314
Game-Based Co-creation for Children and Adolescents with Complex Health Conditions
pp. 321
A Deep Learning System to Help Students Build Concept Maps
pp. 333
Flexible Heuristics for Supporting Recommendations Within an AI Platform Aimed at Non-expert Users
pp. 341
Grammatical Strategies for Clause Combining and the Acquisition by Chinese EFL Learners
pp. 349
Corpus-Based Sociolinguistic Study of Undergraduate English Writing and Its Implications for Business English Teaching
pp. 356
Learner Portrait in Blended College English Listening and Speaking Instruction
pp. 363
Turning the Class into a Boardgame: Conceptualizing a Gamified Flipped Model for ESL Classes
pp. 375
Using Video Dubbing to Foster EFL College Students’ English News Broadcasting Ability
pp. 385
Exploring Learning Engagement of Higher Vocational College Students in MALL
pp. 395
Flipped Data Science Classrooms with Peer Instruction and Just-In-Time Teaching: Students’ Perceptions and Learning Experiences
pp. 403
Using Vicarious Learning Feedback Videos as Self-directed Learning Resources in a LMOOC Context
pp. 412
Blended Learning Approach in English Teaching: Effectiveness and Challenges
pp. 421
The Structure of Motivation in Online Translation Learning and the Role of L2 Motivation Self System
pp. 433
Transediting of Children’s Literature in the Age of Technology
pp. 445
A Study on Knowledge Network Acceptability Facilitated by a Computer-Based Translation Learning Platform
pp. 460
On the Design of Computer-Aided Translation Teaching
pp. 471
Transferring of Communicative Rhetorical Modelling in College English Reading-Writing Teaching Based on Cognitive Apprenticeship Facilitated by Rain Classroom and Pigai.org
pp. 482
An Empirical Study on Knowledge-Network-Based Translation Learning
pp. 491
Designing Blended Learning Model for Medical English Course Based on POA
pp. 502
Application of Formative Assessment Model in College English Course Assisted by Digital Platforms---Taking HFUT as an Example
pp. 513
Developing Translation Abilities Through Knowledge-Network-Based Translator Training
pp. 527
A Theoretical Framework for Computer Vision Learning Environment
pp. C1
Correction to: Digital Divide, Local and Global? Surveying Augmented Reality Educational Usage in Europe and South America
pp. C2
Correction to: Developing Translation Abilities Through Knowledge-Network-Based Translator Training
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