E-Learning and Games for Training, Education, Health and Sports

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Publisher : Springer
ISBN 13 : 3642334660
Total Pages : 194 pages
Book Rating : 4.6/5 (423 download)

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Book Synopsis E-Learning and Games for Training, Education, Health and Sports by : Stefan Göbel

Download or read book E-Learning and Games for Training, Education, Health and Sports written by Stefan Göbel and published by Springer. This book was released on 2012-09-04 with total page 194 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book constitutes the refereed proceedings of the 7th International Conference on E-Learning and Games, Edutainment 2012, held in conjunction with the 3rd International Conference on Serious Games for Training, Education, Health and Sports, GameDays 2012, held in Darmstadt, Germany, in September 2012. The 21 full papers presented were carefully reviewed and selected for inclusion in this book. They are organized in topical sections named: game-based training; game-based teaching and learning; emerging learning and gaming technologies; authoring tools and mechanisms; and serious games for health.

Games for Training, Education, Health and Sports

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Author :
Publisher : Springer
ISBN 13 : 3319059726
Total Pages : 200 pages
Book Rating : 4.3/5 (19 download)

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Book Synopsis Games for Training, Education, Health and Sports by : Stefan Göbel

Download or read book Games for Training, Education, Health and Sports written by Stefan Göbel and published by Springer. This book was released on 2014-03-27 with total page 200 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book constitutes the refereed proceedings of the 4th International Conference on Serious Games for Training, Education, Health and Sports, Game Days 2014, held in Darmstadt, Germany, in April 2014. The 13 full papers presented together with 3 short papers, 2 keynotes, and 3 workshop papers were carefully reviewed and selected for inclusion in this book. The topics of the papers are settled in the fields of (game-based) training, teaching and learning, authoring tools, mobile gaming, health and rehabilitation, and citizen science. The papers address a broad scope of issues, including mechanisms and effects of (Serious) Games, adaptation and personalisation, local, mobile, and internet learning and education applications, game, reuse and evaluation, game settings, types of learners, problem solving etc.

Human-Computer Interaction

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Publisher : Springer
ISBN 13 : 3030052702
Total Pages : 259 pages
Book Rating : 4.0/5 (3 download)

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Book Synopsis Human-Computer Interaction by : Vanessa Agredo-Delgado

Download or read book Human-Computer Interaction written by Vanessa Agredo-Delgado and published by Springer. This book was released on 2018-12-08 with total page 259 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book constitutes the thoroughly refereed proceedings of the 4th Iberoamerican Workshop on Human-Computer Interaction, HCI-Collab 2018, held in Popayán, Colombia, in April 2018. The 18 full papers presented in this volume were carefully reviewed and selected from 83 submissions. The papers are dealing with topics such as emotional interfaces, HCI and videogames, computational thinking, collaborative systems, software engineering and ICT in education.

Serious Games and Virtual Worlds in Education, Professional Development, and Healthcare

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Publisher : IGI Global
ISBN 13 : 1466636742
Total Pages : 382 pages
Book Rating : 4.4/5 (666 download)

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Book Synopsis Serious Games and Virtual Worlds in Education, Professional Development, and Healthcare by : Klaus Bredl

Download or read book Serious Games and Virtual Worlds in Education, Professional Development, and Healthcare written by Klaus Bredl and published by IGI Global. This book was released on 2013-03-31 with total page 382 pages. Available in PDF, EPUB and Kindle. Book excerpt: "This book explains how digital environments can easily become familiar and beneficial for educational and professional development, with the implementation of games into various aspects of our environment"--Provided by publisher.

Research on E-Learning and ICT in Education

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Publisher : Springer Nature
ISBN 13 : 3031342917
Total Pages : 294 pages
Book Rating : 4.0/5 (313 download)

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Book Synopsis Research on E-Learning and ICT in Education by : Tharrenos Bratitsis

Download or read book Research on E-Learning and ICT in Education written by Tharrenos Bratitsis and published by Springer Nature. This book was released on 2023-06-30 with total page 294 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book is comprised of research-based chapters developed from selected full papers presented at the Pan-Hellenic and International Conference “ICT in Education”. It includes covering technical, pedagogical, organizational, instructional, as well as policy aspects of ICT in Education and e-Learning. Special emphasis is given to applied research relevant to the educational practice guided by the educational realities in schools, colleges, universities and informal learning organizations. Further, the book encompasses current trends, perspectives, and approaches determining e-Learning and ICT integration in practice, including learning and teaching, curriculum and instructional design, learning media and environments, teacher education and professional development. Since 2012, Springer has published a volume entitled “Research on e-Learning and ICT in Education: Technological, Pedagogical and Instructional Issues” at the conclusion of every conference. These volumes are based on research work originally presented in the conference series mentioned above, but the call for chapters is open and disseminated to the international community attracting also international contributions. Furthermore, as the editors are also involved in EU funded international research projects in the area of educational technology, we strongly focus on attracting submissions demonstrating the current state-of-the-art and most recent research outcomes of such projects.

Proceedings of the 12th International Symposium on Computer Science in Sport (IACSS 2019)

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Publisher : Springer Nature
ISBN 13 : 3030350487
Total Pages : 212 pages
Book Rating : 4.0/5 (33 download)

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Book Synopsis Proceedings of the 12th International Symposium on Computer Science in Sport (IACSS 2019) by : Martin Lames

Download or read book Proceedings of the 12th International Symposium on Computer Science in Sport (IACSS 2019) written by Martin Lames and published by Springer Nature. This book was released on 2019-11-13 with total page 212 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book provides an overview of current activities in the fascinating area between computer science and sports, presenting the state of the art in utilising the latest developments in computer science to support sports coaches and athletes. It covers a broad range of topics reflecting the diversity of this interdisciplinary field, including concepts in informatics like expert systems, modelling, simulation, machine learning, robotics, and sensor integration. Further, it describes applications of computer science in sports, such as alpine skiing, badminton, football, rowing, and table tennis, as well as interesting applications areas of sport like dementia, physiology, training, and space flights. The appeals to informaticians interested in the application field of sports as well as for sports scientists and practitioners looking for advanced methods in their particular sport.

ECGBL2015-9th European Conference on Games Based Learning

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Author :
Publisher : Academic Conferences and publishing limited
ISBN 13 : 1910810584
Total Pages : 826 pages
Book Rating : 4.9/5 (18 download)

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Book Synopsis ECGBL2015-9th European Conference on Games Based Learning by : Robin Munkvold and Line Kolås

Download or read book ECGBL2015-9th European Conference on Games Based Learning written by Robin Munkvold and Line Kolås and published by Academic Conferences and publishing limited. This book was released on 2015-09-18 with total page 826 pages. Available in PDF, EPUB and Kindle. Book excerpt:

Handbook of Game-Based Learning

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Author :
Publisher : MIT Press
ISBN 13 : 0262356546
Total Pages : 601 pages
Book Rating : 4.2/5 (623 download)

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Book Synopsis Handbook of Game-Based Learning by : Jan L. Plass

Download or read book Handbook of Game-Based Learning written by Jan L. Plass and published by MIT Press. This book was released on 2020-02-04 with total page 601 pages. Available in PDF, EPUB and Kindle. Book excerpt: A comprehensive introduction to the latest research and theory on learning and instruction with computer games. This book offers a comprehensive introduction to the latest research on learning and instruction with computer games. Unlike other books on the topic, which emphasize game development or best practices, Handbook of Game-Based Learning is based on empirical findings and grounded in psychological and learning sciences theory. The contributors, all leading researchers in the field, offer a range of perspectives, including cognitive, motivational, affective, and sociocultural. They explore research on whether (and how) computer games can help students learn educational content and academic skills; which game features (including feedback, incentives, adaptivity, narrative theme, and game mechanics) can improve the instructional effectiveness of these games; and applications, including games for learning in STEM disciplines, for training cognitive skills, for workforce learning, and for assessment. The Handbook offers an indispensable reference both for readers with practical interests in designing or selecting effective game-based learning environments and for scholars who conduct or evaluate research in the field. It can also be used in courses related to play, cognition, motivation, affect, instruction, and technology. Contributors Roger Azevedo, Ryan S. Baker, Daphne Bavelier, Amanda E. Bradbury, Ruth C. Clark, Michele D. Dickey, Hamadi Henderson, Bruce D. Homer, Fengfeng Ke, Younsu Kim, Charles E. Kinzer, Eric Klopfer, James C. Lester, Kristina Loderer, Richard E. Mayer, Bradford W. Mott, Nicholas V. Mudrick, Brian Nelson, Frank Nguyen, V. Elizabeth Owen, Shashank Pawar, Reinhard Pekrun, Jan L. Plass, Charles Raffale, Jonathon Reinhardt, C. Scott Rigby, Jonathan P. Rowe, Richard M. Ryan, Ruth N. Schwartz, Quinnipiac Valerie J. Shute, Randall D. Spain, Constance Steinkuehler, Frankie Tam, Michelle Taub, Meredith Thompson, Steven L. Thorne, A. M. Tsaasan

Handbook of Research on Serious Games for Educational Applications

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Publisher : IGI Global
ISBN 13 : 1522505148
Total Pages : 496 pages
Book Rating : 4.5/5 (225 download)

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Book Synopsis Handbook of Research on Serious Games for Educational Applications by : Zheng, Robert

Download or read book Handbook of Research on Serious Games for Educational Applications written by Zheng, Robert and published by IGI Global. This book was released on 2016-08-01 with total page 496 pages. Available in PDF, EPUB and Kindle. Book excerpt: Games have been part of the entertainment industry for decades. Once only considered viable for personal entertainment, virtual gaming media is now being explored as a useful tool for learning and student engagement. The Handbook of Research on Serious Games for Educational Applications presents a comprehensive examination of the implementation of gaming in classroom settings and the cognitive benefits this integration presents. Highlighting theoretical, psychological, instructional design, and teaching perspectives, this book is a pivotal reference source for researchers, educators, professionals, and academics interested in the innovative opportunities of game-based learning.

Engineering Education 4.0

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Publisher : Springer
ISBN 13 : 3319469169
Total Pages : 967 pages
Book Rating : 4.3/5 (194 download)

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Book Synopsis Engineering Education 4.0 by : Sulamith Frerich

Download or read book Engineering Education 4.0 written by Sulamith Frerich and published by Springer. This book was released on 2017-04-12 with total page 967 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book presents a collection of results from the interdisciplinary research project “ELLI” published by researchers at RWTH Aachen University, the TU Dortmund and Ruhr-Universität Bochum between 2011 and 2016. All contributions showcase essential research results, concepts and innovative teaching methods to improve engineering education. Further, they focus on a variety of areas, including virtual and remote teaching and learning environments, student mobility, support throughout the student lifecycle, and the cultivation of interdisciplinary skills.

Games and Learning Alliance

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Publisher : Springer Nature
ISBN 13 : 3030343502
Total Pages : 613 pages
Book Rating : 4.0/5 (33 download)

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Book Synopsis Games and Learning Alliance by : Antonios Liapis

Download or read book Games and Learning Alliance written by Antonios Liapis and published by Springer Nature. This book was released on 2019-11-20 with total page 613 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book constitutes the refereed proceedings of the 8th International Conference on Games and Learning Alliance, GALA 2019, held in Athens, Greece, in November 2019. The 38 regular papers presented together with 19 poster papers were carefully reviewed and selected from 76 submissions. The papers cover the following topics: serious game design and pedagogical foundations; AI and technology for SG; gamification; applications and case studies; and posters. The chapter "Cyber Chronix, Participatory Research Approach to Develop and Evaluate a Storytelling Game on Personal Data Protection Rights and Privacy Risks" is available open access under a CC BY 4.0 license at link.springer.com.

Research Anthology on Developments in Gamification and Game-Based Learning

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Author :
Publisher : IGI Global
ISBN 13 : 1668437112
Total Pages : 1971 pages
Book Rating : 4.6/5 (684 download)

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Book Synopsis Research Anthology on Developments in Gamification and Game-Based Learning by : Management Association, Information Resources

Download or read book Research Anthology on Developments in Gamification and Game-Based Learning written by Management Association, Information Resources and published by IGI Global. This book was released on 2021-11-26 with total page 1971 pages. Available in PDF, EPUB and Kindle. Book excerpt: Technology has increasingly become utilized in classroom settings in order to allow students to enhance their experiences and understanding. Among such technologies that are being implemented into course work are game-based learning programs. Introducing game-based learning into the classroom can help to improve students’ communication and teamwork skills and build more meaningful connections to the subject matter. While this growing field has numerous benefits for education at all levels, it is important to understand and acknowledge the current best practices of gamification and game-based learning and better learn how they are correctly implemented in all areas of education. The Research Anthology on Developments in Gamification and Game-Based Learning is a comprehensive reference source that considers all aspects of gamification and game-based learning in an educational context including the benefits, difficulties, opportunities, and future directions. Covering a wide range of topics including game concepts, mobile learning, educational games, and learning processes, it is an ideal resource for academicians, researchers, curricula developers, instructional designers, technologists, IT specialists, education professionals, administrators, software designers, students, and stakeholders in all levels of education.

Digital Badges in Education

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Publisher : Routledge
ISBN 13 : 1317513371
Total Pages : 288 pages
Book Rating : 4.3/5 (175 download)

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Book Synopsis Digital Badges in Education by : Lin Y. Muilenburg

Download or read book Digital Badges in Education written by Lin Y. Muilenburg and published by Routledge. This book was released on 2016-03-22 with total page 288 pages. Available in PDF, EPUB and Kindle. Book excerpt: In recent years, digital badging systems have become a credible means through which learners can establish portfolios and articulate knowledge and skills for both academic and professional settings. Digital Badges in Education provides the first comprehensive overview of this emerging tool. A digital badge is an online-based visual representation that uses detailed metadata to signify learners’ specific achievements and credentials in a variety of subjects across K-12 classrooms, higher education, and workplace learning. Focusing on learning design, assessment, and concrete cases in various contexts, this book explores the necessary components of badging systems, their functions and value, and the possible problems they face. These twenty-five chapters illustrate a range of successful applications of digital badges to address a broad spectrum of learning challenges and to help readers formulate solutions during the development of their digital badges learning projects.

Game-based Learning Across the Disciplines

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Publisher : Springer Nature
ISBN 13 : 3030751422
Total Pages : 427 pages
Book Rating : 4.0/5 (37 download)

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Book Synopsis Game-based Learning Across the Disciplines by : Carmela Aprea

Download or read book Game-based Learning Across the Disciplines written by Carmela Aprea and published by Springer Nature. This book was released on 2021-08-02 with total page 427 pages. Available in PDF, EPUB and Kindle. Book excerpt: The volume focuses on epistemological, theoretical and empirical issues of game-based learning in various disciplines. It encompasses questions of game design as well as instructional integration and organizational implementation of game-based learning across various disciplines and includes contributions from different levels of the formal educational system (i.e., primary, secondary and tertiary education) as well as contributions reporting the use of game-based learning in informal learning settings. The volume addresses scholars, practitioners and students who are interested in how games and game-based learning can be designed, implemented and evaluated in a cross-, inter- and transdisciplinary perspective.

The Cambridge Handbook of Multimedia Learning

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Publisher : Cambridge University Press
ISBN 13 : 1108897371
Total Pages : 1610 pages
Book Rating : 4.1/5 (88 download)

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Book Synopsis The Cambridge Handbook of Multimedia Learning by : Richard E. Mayer

Download or read book The Cambridge Handbook of Multimedia Learning written by Richard E. Mayer and published by Cambridge University Press. This book was released on 2021-12-09 with total page 1610 pages. Available in PDF, EPUB and Kindle. Book excerpt: Digital and online learning is more prevalent than ever, making multimedia learning a primary objective for many instructors. The Cambridge Handbook of Multimedia Learning examines cutting-edge research to guide creative teaching methods in online classrooms and training. Recognized as the field's major reference work, this research-based handbook helps define and shape this area of study. This third edition provides the latest progress report from the world's leading multimedia researchers, with forty-six chapters on how to help people learn from words and pictures, particularly in computer-based environments. The chapters demonstrate what works best and establishes optimized practices. It systematically examines well-researched principles of effective multimedia instruction and pinpoints exactly why certain practices succeed by isolating the boundary conditions. The volume is founded upon research findings in learning theory, giving it an informed perspective in explaining precisely how effective teaching practices achieve their goals or fail to engage.

IT Issues in Higher Education: Emerging Research and Opportunities

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Publisher : IGI Global
ISBN 13 : 1799810313
Total Pages : 169 pages
Book Rating : 4.7/5 (998 download)

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Book Synopsis IT Issues in Higher Education: Emerging Research and Opportunities by : Makewa, Lazarus Ndiku

Download or read book IT Issues in Higher Education: Emerging Research and Opportunities written by Makewa, Lazarus Ndiku and published by IGI Global. This book was released on 2019-09-06 with total page 169 pages. Available in PDF, EPUB and Kindle. Book excerpt: Effective use of technology in areas that include admissions, record keeping, billing, compliance, athletic administration, and more hold untold potential to transform higher education by introducing significant efficiencies and dramatic cost reductions in serving students. How the institution organizes itself will to a large extent depend on how the IT systems are established and maintained. The design, development, management, utilization, and evaluation of these IT systems will be necessary for the university to operate successfully. IT Issues in Higher Education: Emerging Research and Opportunities is a pivotal reference source that provides vital research on the integration and management of information technology in higher education with a focus on issues of security, data management, student access to information, and staff competency. This publication explores present-day educational environments as well as educators’ methods of applying technology to student success and highlights topics that include personal devices and institutional culture. It is ideally designed for academic professionals, lecturers, students, professors, IT experts, instructional designers, curriculum developers, administrators, higher education faculty, researchers, and policymakers.

Emotions, Technology, Design, and Learning

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Publisher : Academic Press
ISBN 13 : 012801881X
Total Pages : 332 pages
Book Rating : 4.1/5 (28 download)

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Book Synopsis Emotions, Technology, Design, and Learning by : Sharon Y. Tettegah

Download or read book Emotions, Technology, Design, and Learning written by Sharon Y. Tettegah and published by Academic Press. This book was released on 2015-10-07 with total page 332 pages. Available in PDF, EPUB and Kindle. Book excerpt: Emotions, Technology, Design, and Learning provides an update to the topic of emotional responses and how technology can alter what is being learned and how the content is learned. The design of that technology is inherently linked to those emotional responses. This text addresses emotional design and pedagogical agents, and the emotions they generate. Topics include design features such as emoticons, speech recognition, virtual avatars, robotics, and adaptive computer technologies, all as relating to the emotional responses from virtual learning. Addresses the emotional design specific to agent-based learning environments Discusses the use of emoticons in online learning, providing an historical overview of animated pedagogical agents Includes evidence-based insights on how to properly use agents in virtual learning environments Focuses on the development of a proper architecture to be able to have and express emotions Reviews the literature in the field of advanced agent-based learning environments Explores how educational robotic activities can divert students’ emotions from internal to external