Subconscious Learning via Games and Social Media

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Publisher : Springer
ISBN 13 : 9812874089
Total Pages : 158 pages
Book Rating : 4.8/5 (128 download)

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Book Synopsis Subconscious Learning via Games and Social Media by : Olga Sourina

Download or read book Subconscious Learning via Games and Social Media written by Olga Sourina and published by Springer. This book was released on 2015-04-20 with total page 158 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book provides a detailed update on the applications of Serious Games in Healthcare and Education sector. In short, it provides an all rounded research and industry updates about the current and future advances in this area. These are the two sectors that are developing rapidly with direct applications of serious games. With advances in technologies and a new perspective on patient engagement and public expectations, the healthcare sector is increasingly turning to serious games to solve problems. Subconscious Learning via Games and Social Media will share expert opinions on the development and application of game technologies for health-related serious games. Our commercial and non-commercial expert comes from different aspects of the healthcare system from clinicians to therapist. The scope ranges from population health to specific medical domain applications. In the education sector, digital games have a great potential to improve learning of both adults and children. It is important to understand how to design games that could create long term behavioral change rather than short term alterations. In these chapters, we discuss how the serious games should be designed and deployed for both adults and children.

Human Aspects of IT for the Aged Population. Social Media, Games and Assistive Environments

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Publisher : Springer
ISBN 13 : 303022015X
Total Pages : 634 pages
Book Rating : 4.0/5 (32 download)

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Book Synopsis Human Aspects of IT for the Aged Population. Social Media, Games and Assistive Environments by : Jia Zhou

Download or read book Human Aspects of IT for the Aged Population. Social Media, Games and Assistive Environments written by Jia Zhou and published by Springer. This book was released on 2019-07-10 with total page 634 pages. Available in PDF, EPUB and Kindle. Book excerpt: This two-volume set LNCS 11592 and 11593 constitutes the refereed proceedings of the 5th International Conference on Human Aspects of IT for the Aged Population, ITAP 2019, held in July 2019 as part of HCI International 2019 in Orlando, FL, USA. HCII 2019 received a total of 5029 submissions, of which 1275 papers and 209 posters were accepted for publication after a careful reviewing process. The 86 papers presented in these two volumes are organized in topical sections named: Design with and for the Elderly, Aging and Technology Acceptance, Aging and the User Experience, Elderly-Specific Web Design, Aging and Social Media, Games and Exergames for the Elderly, Ambient Assisted Living, Aging, Motion, Cognition, Emotion and Learning.

Games and Learning Alliance

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Publisher : Springer
ISBN 13 : 3319501828
Total Pages : 456 pages
Book Rating : 4.3/5 (195 download)

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Book Synopsis Games and Learning Alliance by : Rosa Bottino

Download or read book Games and Learning Alliance written by Rosa Bottino and published by Springer. This book was released on 2016-11-21 with total page 456 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book constitutes the refereed proceedings of the 5th International Conference on Games and Learning Alliance, GALA 2016, held in Utrecht, The Netherlands, in December 2016. The 27 revised regular papers presented together with 14 poster papers were carefully reviewed and selected from 55 submissions. The papers cover topics such as games and sustainability; games for math and programming; games and health; games and soft skills; games and management; games and learning; game development and assessment; and mobile games.

ECGBL 2019 13th European Conference on Game-Based Learning

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Publisher : Academic Conferences and publishing limited
ISBN 13 : 1912764377
Total Pages : 1077 pages
Book Rating : 4.9/5 (127 download)

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Book Synopsis ECGBL 2019 13th European Conference on Game-Based Learning by : Lars Elbæk

Download or read book ECGBL 2019 13th European Conference on Game-Based Learning written by Lars Elbæk and published by Academic Conferences and publishing limited. This book was released on 2019-10-03 with total page 1077 pages. Available in PDF, EPUB and Kindle. Book excerpt:

Gaming and Geography

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Publisher : Springer Nature
ISBN 13 : 3031422600
Total Pages : 329 pages
Book Rating : 4.0/5 (314 download)

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Book Synopsis Gaming and Geography by : Michael Morawski

Download or read book Gaming and Geography written by Michael Morawski and published by Springer Nature. This book was released on with total page 329 pages. Available in PDF, EPUB and Kindle. Book excerpt:

Handbook of Research on Transformative and Innovative Pedagogies in Education

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Publisher : IGI Global
ISBN 13 : 1799895629
Total Pages : 370 pages
Book Rating : 4.7/5 (998 download)

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Book Synopsis Handbook of Research on Transformative and Innovative Pedagogies in Education by : Keengwe, Jared

Download or read book Handbook of Research on Transformative and Innovative Pedagogies in Education written by Keengwe, Jared and published by IGI Global. This book was released on 2022-05-13 with total page 370 pages. Available in PDF, EPUB and Kindle. Book excerpt: Various pedagogies, such as the use of digital learning in education, have been used and researched for decades, but many schools have little to show for these initiatives. This contrasts starkly with technology-supported initiatives in other fields such as business and healthcare. Traditional pedagogies and general digital technology applications have yet to impact education in a significant way that transforms learning. A primary reason for this minimal impact on learning is that digital technologies have attempted to make traditional instructional processes more efficient rather than using a more appropriate paradigm for learning. As such, it is important to look at digital technology as a partner and use transformative applications to become partners with students (not teachers) to empower their learning process both in and out of school. The Handbook of Research on Transformative and Innovative Pedagogies in Education is a comprehensive reference that identifies and justifies the paradigm of transformative learning and pedagogies in education. It provides exemplars of existing transformative applications that, if used as partners to empower student learning, have the potential to dramatically engage students in a type of learning that better fits 21st century learners. Covering topics such as gamification, project-based learning, and professional development, this major reference work is an essential resource for pre-service and in-service teachers, educational technologists, instructional designers, educational administration and faculty, researchers, and academicians seeking pedagogical models that inspire students to learn meaningfully.

Understanding Game-based Approaches for Improving Sustainable Water Governance

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Author :
Publisher : MDPI
ISBN 13 : 3039287621
Total Pages : 272 pages
Book Rating : 4.0/5 (392 download)

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Book Synopsis Understanding Game-based Approaches for Improving Sustainable Water Governance by : Wietske Medema

Download or read book Understanding Game-based Approaches for Improving Sustainable Water Governance written by Wietske Medema and published by MDPI. This book was released on 2020-04-28 with total page 272 pages. Available in PDF, EPUB and Kindle. Book excerpt: The sustainable governance of water resources relies on processes of multi-stakeholder collaborations and interactions that facilitate knowledge co-creation and social learning. Governance systems are often fragmented, forming a barrier to adequately addressing the myriad of challenges affecting water resources, including climate change, increased urbanized populations, and pollution. Transitions towards sustainable water governance will likely require innovative learning partnerships between public, private, and civil society stakeholders. It is essential that such partnerships involve vertical and horizontal communication of ideas and knowledge, and an enabling and democratic environment characterized by informal and open discourse. There is increasing interest in learning-based transitions. Thus far, much scholarly thinking and, to a lesser degree, empirical research has gone into understanding the potential impact of social learning on multi-stakeholder settings. The question of whether such learning can be supported by forms of serious gaming has hardly been asked. This Special Issue critically explores the potential of serious games to support multi-stakeholder social learning and collaborations in the context of water governance. Serious games may involve simulations of real-world events and processes and are challenge players to solve contemporary societal problems; they, therefore, have a purpose beyond entertainment. They offer a largely untapped potential to support social learning and collaboration by facilitating access to and the exchange of knowledge and information, enhancing stakeholder interactions, empowering a wider audience to participate in decision making, and providing opportunities to test and analyze the outcomes of policies and management solutions. Little is known about how game-based approaches can be used in the context of collaborative water governance to maximize their potential for social learning. While several studies have reported examples of serious games, there is comparably less research about how to assess the impacts of serious games on social learning and transformative change.

Fostering Effective Student Communication in Online Graduate Courses

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Publisher : IGI Global
ISBN 13 : 1522526838
Total Pages : 387 pages
Book Rating : 4.5/5 (225 download)

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Book Synopsis Fostering Effective Student Communication in Online Graduate Courses by : Scheg, Abigail G.

Download or read book Fostering Effective Student Communication in Online Graduate Courses written by Scheg, Abigail G. and published by IGI Global. This book was released on 2017-08-11 with total page 387 pages. Available in PDF, EPUB and Kindle. Book excerpt: Keeping students engaged and receptive to learning can, at times, be a challenge. However, by implementing new pedagogical methods and tools, instructors can strengthen the drive to learn among their students. Fostering Effective Student Communication in Online Graduate Courses is a pivotal reference source for the latest research findings on the novel techniques and strategies for nurturing communication between students and faculty in virtual learning environments. Featuring extensive coverage on relevant areas such as collaborative work, academic advising, and student retention, this publication is an ideal resource for educators across all disciplines and levels, as well as educational administrators.

Transactions on Computational Science XXVIII

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Publisher : Springer
ISBN 13 : 3662530902
Total Pages : 190 pages
Book Rating : 4.6/5 (625 download)

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Book Synopsis Transactions on Computational Science XXVIII by : Marina L. Gavrilova

Download or read book Transactions on Computational Science XXVIII written by Marina L. Gavrilova and published by Springer. This book was released on 2016-07-20 with total page 190 pages. Available in PDF, EPUB and Kindle. Book excerpt: The LNCS journal Transactions on Computational Science reflects recent developments in the field of Computational Science, conceiving the field not as a mere ancillary science but rather as an innovative approach supporting many other scientific disciplines. The journal focuses on original high-quality research in the realm of computational science in parallel and distributed environments, encompassing the facilitating theoretical foundations and the applications of large-scale computations and massive data processing. It addresses researchers and practitioners in areas ranging from aerospace to biochemistry, from electronics to geosciences, from mathematics to software architecture, presenting verifiable computational methods, findings, and solutions, and enabling industrial users to apply techniques of leading-edge, large-scale, high performance computational methods. This, the 28th issue of the Transactions on Computational Science journal, is comprised of extended versions of selected papers from the International Conference on Cyberworlds, CyberWorlds 2015, held in Gotland, Sweden, in October 2015. The first paper is a position paper, presenting open problems and identifying future directions within the domain. The remaining 8 papers focus on a range of topics, including virtual reality, games, haptic modeling, cybersecurity, brain wave analysis, shape parameterization, projects, and data mining.

Planspiele in der Hochschullehre

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Publisher : BoD – Books on Demand
ISBN 13 : 3758377250
Total Pages : 366 pages
Book Rating : 4.7/5 (583 download)

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Book Synopsis Planspiele in der Hochschullehre by : Julia Schwanholz

Download or read book Planspiele in der Hochschullehre written by Julia Schwanholz and published by BoD – Books on Demand. This book was released on 2023-11-08 with total page 366 pages. Available in PDF, EPUB and Kindle. Book excerpt: Planspiele erfreuen sich in der akademischen Lehre zunehmender Beliebtheit. Ihr Einsatz an Hochschulen und Universitäten erfolgt bisher unterschiedlich, abhängig von Disziplin und Einsatzort. Wissenschaftliche Reflexionen über den Einsatz von Planspielen gibt es insgesamt nur wenige. Das vorliegende Sonderheft setzt hier an: Es werden unterschiedliche fachwissenschaftliche Diskussionen zusammengeführt und interessante Reflexionen von Anwender:innen über die eigenen Lehr- und Lernzusammenhänge versammelt. Die Bandbreite der bearbeiteten Themen reicht dabei von Überblicksdarstellungen der Literatur über Auseinandersetzungen mit verschiedenen Arten des Kompetenzerwerbs, Curricula und Prüfungsformen bis hin zu spezifischen Planspielen, wie Projektmanagement und der Führungskräfteausbildung. Ebenso werden innovative Formate und die Entwicklung digitaler Planspiele vorgestellt und diskutiert.

Extending Virtual Worlds

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Publisher : CRC Press
ISBN 13 : 1315354918
Total Pages : 397 pages
Book Rating : 4.3/5 (153 download)

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Book Synopsis Extending Virtual Worlds by : Ann Latham Cudworth

Download or read book Extending Virtual Worlds written by Ann Latham Cudworth and published by CRC Press. This book was released on 2018-09-03 with total page 397 pages. Available in PDF, EPUB and Kindle. Book excerpt: Written as the successor to Virtual World Design: Creating Immersive Virtual Environments, this book carries the ideas brought forward in its predecessor to new levels of virtual world design exploration and experimentation. Written by an Emmy award-winning designer with 22 years of experience creating virtual environments for television and online communities, Extending Virtual Worlds: Advanced Design for Virtual Environments explores advanced topics such as multi-regional design, game-based sims, and narrative structure for environments. The book provides bedrock knowledge and practical examples of how to leverage design concepts within the intertwined structures of physics engines, level of detail (LOD) systems, and advanced material editors. It also shows designers new ways to influence the experience of virtual world visitors through immersive narrative and storytelling. With over 150 illustrations and 10 step-by-step projects that include the necessary 3D models and modular components, it delivers hours of stimulating creative challenges for people working in public virtual worlds or on private grids. By using this book, novices and advanced users will deepen their understanding of game design and how it can be applied to creating game-based virtual environments. It also serves as a foundational text for class work in distance learning, simulation, and other learning technologies that use virtual environments.

Technologies for E-Learning and Digital Entertainment

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Publisher : Springer Science & Business Media
ISBN 13 : 3540697349
Total Pages : 808 pages
Book Rating : 4.5/5 (46 download)

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Book Synopsis Technologies for E-Learning and Digital Entertainment by : Zhigeng Pan

Download or read book Technologies for E-Learning and Digital Entertainment written by Zhigeng Pan and published by Springer Science & Business Media. This book was released on 2008-07-07 with total page 808 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book constitutes the refereed proceedings of the Third International Conference on E-learning and Games, Edutainment 2008, held in Nanjing, China, in June 2008. The 83 revised full papers presented together with the abstract of 5 keynote speeches were carefully reviewed and selected from a total of 219 submissions. The papers are organized in topical sections on e-learning platforms and tools, e-learning system for education, application of e-learning systems, e-learning resource management, interaction in game and education, integration of game and education, game design and development, virtual characters, animation and navigation, graphics rendering and digital media, as well as geometric modeling in games and virtual reality.

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.

The SAGE Encyclopedia of World Poverty

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Publisher : SAGE Publications
ISBN 13 : 1483345718
Total Pages : 2496 pages
Book Rating : 4.4/5 (833 download)

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Book Synopsis The SAGE Encyclopedia of World Poverty by : Mehmet Odekon

Download or read book The SAGE Encyclopedia of World Poverty written by Mehmet Odekon and published by SAGE Publications. This book was released on 2015-06-15 with total page 2496 pages. Available in PDF, EPUB and Kindle. Book excerpt: The SAGE Encyclopedia of World Poverty, Second Edition addresses the persistence of poverty across the globe while updating and expanding the landmark work, Encyclopedia of World Poverty, originally published in 2006 prior to the economic calamities of 2008. For instance, while continued high rates of income inequality might be unsurprising in developing countries such as Mexico, the Organization of Economic Co-operation and Development (OECD) reported in May 2013 even countries with historically low levels of income inequality have experienced significant increases over the past decade, including Denmark, Sweden, and Germany. The U.N. and the World Bank also emphasize the persistent nature of the problem. It is not all bad news. In March 2013, the Guardian newspaper reported, “Some of the poorest people in the world are becoming significantly less poor, according to a groundbreaking academic study which has taken a new approach to measuring deprivation. The report, by Oxford University’s poverty and human development initiative, predicts that countries among the most impoverished in the world could see acute poverty eradicated within 20 years if they continue at present rates.” On the other hand, the U.N. says environmental threats from climate change could push billions more into extreme poverty in coming decades. All of these points lead to the need for a revised, updated, and expanded edition of the Encyclopedia of World Poverty. Key Features: 775 evaluated and updated and 175 entirely new entries New Reader’s Guide categories Signed articles, with cross-references Further Readings will be accompanied by pedagogical elements Updated Chronology, Resource Guide, Glossary, and thorough new Index The SAGE Encyclopedia of World Poverty, Second Edition is a dependable source for students and researchers who are researching world poverty, making it a must-have reference for all academic libraries.

Handbook of Research on Integrating Digital Technology With Literacy Pedagogies

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Author :
Publisher : IGI Global
ISBN 13 : 1799802477
Total Pages : 636 pages
Book Rating : 4.7/5 (998 download)

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Book Synopsis Handbook of Research on Integrating Digital Technology With Literacy Pedagogies by : Sullivan, Pamela M.

Download or read book Handbook of Research on Integrating Digital Technology With Literacy Pedagogies written by Sullivan, Pamela M. and published by IGI Global. This book was released on 2019-11-22 with total page 636 pages. Available in PDF, EPUB and Kindle. Book excerpt: The allure and marketplace power of digital technologies continues to hold sway over the field of education with billions spent annually on technology in the United States alone. Literacy instruction at all levels is influenced by these evolving and ever-changing tools. While this opens the door to innovations in literacy curricula, it also adds a pedagogical responsibility to operate within a well-developed conceptual framework to ensure instruction is complemented or augmented by technology and does not become secondary to it. The Handbook of Research on Integrating Digital Technology With Literacy Pedagogies is a comprehensive research publication that considers the integration of digital technologies in all levels of literacy instruction and prepares the reader for inevitable technological advancements and changes. Covering a wide range of topics such as augmented reality, literacy, and online games, this book is essential for educators, administrators, IT specialists, curriculum developers, instructional designers, teaching professionals, academicians, researchers, education stakeholders, and students.

Beyond Digital Distraction

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Publisher : Springer Nature
ISBN 13 : 3031532155
Total Pages : 145 pages
Book Rating : 4.0/5 (315 download)

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Book Synopsis Beyond Digital Distraction by : Kurt C. Schuett

Download or read book Beyond Digital Distraction written by Kurt C. Schuett and published by Springer Nature. This book was released on with total page 145 pages. Available in PDF, EPUB and Kindle. Book excerpt:

Artificial Intelligence and the Future of Us

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Author :
Publisher : iUniverse
ISBN 13 : 1532088353
Total Pages : 280 pages
Book Rating : 4.5/5 (32 download)

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Book Synopsis Artificial Intelligence and the Future of Us by : Frances Mahan

Download or read book Artificial Intelligence and the Future of Us written by Frances Mahan and published by iUniverse. This book was released on 2019-11-26 with total page 280 pages. Available in PDF, EPUB and Kindle. Book excerpt: With this book, I want to spark the curiosity of you, the reader to imagine a future world unlike you have never seen before in movies or any other books you have read. Think of a future where everything you think and create with your imagination could become possible. This book is about using the gift of imagination as you go deep into the conscious levels of the mind to bring forth multiple ideas that will become a reality one day. As we, this new generation of Artificial Intelligence enthusiast use the mind to create the ultimate thinking machine and connect it to a brain, we see how this interaction with innovation creates unexpected results. Frances Mahan have a deep insatiable curiosity to understand, to learn and know how neuroscience and the powerful mysteries of the brain and its neurons influences how we think and communicate. She is eager to understand at a deep conscious level of her mind how the universe with the power of the conscious mind work together. Her interest to know more about the universe began when she went deep into a meditation and discover her ability to see beyond the now; She learned how it is possible for ideas to flow easily into the mind if we concentrate deeply at a conscious level in meditation. She was able to see images of the universe in a meditation with her eyes closed. A mystery she still pondering upon even today. The rest is in this book.