Transactions on Edutainment IX

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Author :
Publisher : Springer
ISBN 13 : 364237042X
Total Pages : 309 pages
Book Rating : 4.6/5 (423 download)

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Book Synopsis Transactions on Edutainment IX by : Zhigeng Pan

Download or read book Transactions on Edutainment IX written by Zhigeng Pan and published by Springer. This book was released on 2013-03-02 with total page 309 pages. Available in PDF, EPUB and Kindle. Book excerpt: This journal subline serves as a forum for stimulating and disseminating innovative research ideas, theories, emerging technologies, empirical investigations, state-of-the-art methods, and tools in all different genres of edutainment, such as game-based learning and serious games, interactive storytelling, virtual learning environments, VR-based education, and related fields. It covers aspects from educational and game theories, human-computer interaction, computer graphics, artificial intelligence, and systems design. This issue contains a special section on serious games with 8 outstanding contributions from the VS-Games 2011 conference; furthermore, there are 13 regular papers. These contributions clearly demonstrate the use of serious games and virtual worlds for edutainment applications and form a basis for further exploration and new ideas.

Transactions on Edutainment XII

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Publisher : Springer
ISBN 13 : 3662505444
Total Pages : 209 pages
Book Rating : 4.6/5 (625 download)

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Book Synopsis Transactions on Edutainment XII by : Zhigeng Pan

Download or read book Transactions on Edutainment XII written by Zhigeng Pan and published by Springer. This book was released on 2016-05-10 with total page 209 pages. Available in PDF, EPUB and Kindle. Book excerpt: This journal subline serves as a forum for stimulating and disseminating innovative research ideas, theories, emerging technologies, empirical investigations, state-of-the-art methods, and tools in all different genres of edutainment, such as game-based learning and serious games, interactive storytelling, virtual learning environments, VR-based education, and related fields. It covers aspects from educational and game theories, human-computer interaction, computer graphics, artificial intelligence, and systems design. The 17 papers presented in the 12th issue were organized in four parts dealing with: games; human-computer interaction; image and graphics; and applications.

Transactions on Computational Science XXI

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Publisher : Springer
ISBN 13 : 364245318X
Total Pages : 380 pages
Book Rating : 4.6/5 (424 download)

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

Download or read book Transactions on Computational Science XXI written by Marina L. Gavrilova and published by Springer. This book was released on 2013-11-25 with total page 380 pages. Available in PDF, EPUB and Kindle. Book excerpt: This, the 21st issue of the Transactions on Computational Science journal, edited by Ajith Abraham, is devoted to the topic of nature-inspired computing and applications. The 15 full papers included in the volume focus on the topics of neurocomputing, evolutionary algorithms, swarm intelligence, artificial immune systems, membrane computing, computing with words, artificial life and hybrid approaches.

Exploring Perspectives on Creativity Theory and Research in Education

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Author :
Publisher : Springer Nature
ISBN 13 : 3031554167
Total Pages : 305 pages
Book Rating : 4.0/5 (315 download)

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Book Synopsis Exploring Perspectives on Creativity Theory and Research in Education by :

Download or read book Exploring Perspectives on Creativity Theory and Research in Education written by and published by Springer Nature. This book was released on 2024 with total page 305 pages. Available in PDF, EPUB and Kindle. Book excerpt: Collectively, the sixteen chapters in this book investigate the power of creativity in the classroom, many through the specific lens of limited resources as an opportunity. The chapters are divided into two sections, eight chapters comprising Section I: Theory and Research and then the eight chapters comprising Section II: Additional Perspectives and Future Directions. Within these two sections, the more than two-dozen authors that contributed to this book tackle a wide range of the possibilities for designing creative classroom-based instruction wherein limited resources are highlighted and valued, rather than avoided or lamented. The two main sections of this book are each preceded by a brief introductory summary highlighting those sections attributes and objectives, with the intention of providing helpful structure to the readerbut the book has also been designed such that each chapter stands independently and can be jumped to directly like a handbook. In its totality, this book exploring perspectives on creativity theory and research in education is designed to serve as a valuable resource for teachers, teacher educators, school administrators, parents, and education researchers, along with anyone else that is interested in optimizing our opportunities for nurturing creativity within classrooms. .

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.

Examining Multiple Intelligences and Digital Technologies for Enhanced Learning Opportunities

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Author :
Publisher : IGI Global
ISBN 13 : 1799802515
Total Pages : 371 pages
Book Rating : 4.7/5 (998 download)

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Book Synopsis Examining Multiple Intelligences and Digital Technologies for Enhanced Learning Opportunities by : Zheng, Robert Z.

Download or read book Examining Multiple Intelligences and Digital Technologies for Enhanced Learning Opportunities written by Zheng, Robert Z. and published by IGI Global. This book was released on 2019-09-27 with total page 371 pages. Available in PDF, EPUB and Kindle. Book excerpt: Multiple intelligences (MI) as a cognitive psychology theory has significantly influenced learning and teaching. Research has demonstrated a strong association between individual intelligences and their cognitive processes and behaviors. However, it remains unknown how each of or a combination of these intelligences can be effectively optimized through instructional intervention, particularly through the use of emerging learning technology. On the other hand, while efforts have been made to unveil the relationship between information and communication technology (ICT) and individual learner performance, there is a lack of knowledge in how MI theory may guide the use of ICTs to enhance learning opportunities for students. Examining Multiple Intelligences and Digital Technologies for Enhanced Learning Opportunities is an essential reference book that generates new knowledge about how ICTs can be utilized to promote MI in various formal and informal learning settings. Featuring a range of topics such as augmented reality, learning analytics, and mobile learning, this book is ideal for teachers, instructional designers, curriculum developers, ICT specialists, educational professionals, administrators, instructors, academicians, and researchers.

Handbook of Research on Using Educational Robotics to Facilitate Student Learning

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Author :
Publisher : IGI Global
ISBN 13 : 1799867196
Total Pages : 651 pages
Book Rating : 4.7/5 (998 download)

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Book Synopsis Handbook of Research on Using Educational Robotics to Facilitate Student Learning by : Papadakis, Stamatios

Download or read book Handbook of Research on Using Educational Robotics to Facilitate Student Learning written by Papadakis, Stamatios and published by IGI Global. This book was released on 2020-12-05 with total page 651 pages. Available in PDF, EPUB and Kindle. Book excerpt: Over the last few years, increasing attention has been focused on the development of children’s acquisition of 21st-century skills and digital competences. Consequently, many education scholars have argued that teaching technology to young children is vital in keeping up with 21st-century employment patterns. Technologies, such as those that involve robotics or coding apps, come at a time when the demand for computing jobs around the globe is at an all-time high while its supply is at an all-time low. There is no doubt that coding with robotics is a wonderful tool for learners of all ages as it provides a catalyst to introduce them to computational thinking, algorithmic thinking, and project management. Additionally, recent studies argue that the use of a developmentally appropriate robotics curriculum can help to change negative stereotypes and ideas children may initially have about technology and engineering. The Handbook of Research on Using Educational Robotics to Facilitate Student Learning is an edited book that advocates for a new approach to computational thinking and computing education with the use of educational robotics and coding apps. The book argues that while learning about computing, young people should also have opportunities to create with computing, which have a direct impact on their lives and their communities. It develops two key dimensions for understanding and developing educational experiences that support students in engaging in computational action: (1) computational identity, which shows the importance of young people’s development of scientific identity for future STEM growth; and (2) digital empowerment to instill the belief that they can put their computational identity into action in authentic and meaningful ways. Covering subthemes including student competency and assessment, programming education, and teacher and mentor development, this book is ideal for teachers, instructional designers, educational technology developers, school administrators, academicians, researchers, and students.

Sage on the Screen

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Author :
Publisher : JHU Press
ISBN 13 : 1421421275
Total Pages : 215 pages
Book Rating : 4.4/5 (214 download)

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Book Synopsis Sage on the Screen by : Bill Ferster

Download or read book Sage on the Screen written by Bill Ferster and published by JHU Press. This book was released on 2016-11-15 with total page 215 pages. Available in PDF, EPUB and Kindle. Book excerpt: A critical look at the success of film, video, television, and the Internet in education. Since the days of Thomas Edison, technology has held the promise of lowering the cost of education. The fantasy of leveraging a fixed production cost to reach an unlimited number of consumers is an enticing economic proposition, one that has been repeatedly attempted with each new media format, from radio and television to MOOCs, where star academics make online video lectures available to millions of students at little cost. In Sage on the Screen, Bill Ferster explores the historical, theoretical, and practical perspectives of using broadcast media to teach by examining a century of efforts to use it at home and in the classroom. Along the way, he shares stories from teachers, administrators, entrepreneurs, and innovators who promoted the use of cutting-edge technology—while critically evaluating their motives for doing so. Taking a close look at the origins of various media forms, their interrelatedness, and their impact on education thus far, Ferster asks why broadcast media has been so much more successful at entertaining people than it has been at educating them. Accessibly written and full of explanatory art, Sage on the Screen offers fresh insight into the current and future uses of instructional technology, from K12 through non-institutionally-based learning.

Teaching Machines

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Publisher : JHU Press
ISBN 13 : 1421415402
Total Pages : 216 pages
Book Rating : 4.4/5 (214 download)

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Book Synopsis Teaching Machines by : Bill Ferster

Download or read book Teaching Machines written by Bill Ferster and published by JHU Press. This book was released on 2014-11-17 with total page 216 pages. Available in PDF, EPUB and Kindle. Book excerpt: Technology promises to make learning better, cheaper, faster—but rarely has it kept that promise. The allure of educational technology is easy to understand. Classroom instruction is an expensive and time-consuming process fraught with contradictory theories and frustratingly uneven results. Educators, inspired by machines’ contributions to modern life, have been using technology to facilitate teaching for centuries. In Teaching Machines, Bill Ferster examines past attempts to automate instruction from the earliest use of the postal service for distance education to the current maelstrom surrounding Massive Open Online Courses. He tells the stories of the entrepreneurs and visionaries who, beginning in the colonial era, developed and promoted various instructional technologies. Ferster touches on a wide range of attempts to enhance the classroom experience with machines, from hornbooks, the Chautauqua movement, and correspondence courses to B. F. Skinner’s teaching machine, intelligent tutoring systems, and eLearning. The famed progressive teachers, researchers, and administrators that the book highlights often overcame substantial hurdles to implement their ideas, but not all of them succeeded in improving the quality of education. Teaching Machines provides invaluable new insight into our current debate over the efficacy of educational technology.

Emergence of Cross-innovation Systems

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Publisher : Emerald Group Publishing
ISBN 13 : 178769979X
Total Pages : 303 pages
Book Rating : 4.7/5 (876 download)

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Book Synopsis Emergence of Cross-innovation Systems by : Indrek Ibrus

Download or read book Emergence of Cross-innovation Systems written by Indrek Ibrus and published by Emerald Group Publishing. This book was released on 2019-04-04 with total page 303 pages. Available in PDF, EPUB and Kindle. Book excerpt: The ebook edition of this title is Open Access and freely available to read online. This book combines economic studies of innovation systems with studies of mediatisation, media convergence and cultural change.

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

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Publisher : Springer
ISBN 13 : 3030027627
Total Pages : 296 pages
Book Rating : 4.0/5 (3 download)

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Book Synopsis Serious Games by : Stefan Göbel

Download or read book Serious Games written by Stefan Göbel and published by Springer. This book was released on 2018-10-30 with total page 296 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book constitutes the proceedings of the 4th International Conference on Serious Games, JCSG 2018, held in Darmstadt, Germany, in November 2018. The 15 full and 12 short papers presented in this volume were carefully reviewed and selected from 40 submissions. They were organized in topical sections named: serious games studies; game-based learning and teaching; game development - serious games design, models, tools and emerging technologies; and serious games for health.

Intergenerational Contact Zones

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Publisher : Routledge
ISBN 13 : 042958153X
Total Pages : 300 pages
Book Rating : 4.4/5 (295 download)

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Book Synopsis Intergenerational Contact Zones by : Matthew Kaplan

Download or read book Intergenerational Contact Zones written by Matthew Kaplan and published by Routledge. This book was released on 2020-02-19 with total page 300 pages. Available in PDF, EPUB and Kindle. Book excerpt: In Intergenerational Contact Zones, Kaplan, Thang, Sánchez, and Hoffman introduce novel ways of thinking, planning, and designing intergenerationally enriched environments. Filled with vivid examples of how ICZs breathe new life into communities and social practices, this important volume focuses on practical descriptions of ways in which practitioners and researchers could translate and infuse the notion of ICZ into their work. The ICZ concept embraces generation and regeneration of community life, parks and recreational locations, educational environments, residential settings and family life, and national and international contexts for social development. With its focus on creating effective and meaningful intergenerational settings, it offers a rich how-to toolkit to help professionals and user groups as they begin to consider ways to develop, activate, and nurture intergenerational spaces. Intergenerational Contact Zones will be essential reading for academics and researchers interested in human development, aging, and society, as well as practitioners, educators, and policy makers interested in intergenerational gathering places from an international perspective.

Visual Computing for Cultural Heritage

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Publisher : Springer Nature
ISBN 13 : 3030371913
Total Pages : 444 pages
Book Rating : 4.0/5 (33 download)

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Book Synopsis Visual Computing for Cultural Heritage by : Fotis Liarokapis

Download or read book Visual Computing for Cultural Heritage written by Fotis Liarokapis and published by Springer Nature. This book was released on 2020-04-07 with total page 444 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book provides insights into the state of the art of digital cultural heritage using computer graphics, image processing, computer vision, visualization and reconstruction, virtual and augmented reality and serious games. It aims at covering the emergent approaches for digitization and preservation of Cultural Heritage, both in its tangible and intangible facets. Advancements in Digital Cultural Heritage research have been abundant in recent years covering a wide assortment of topics, ranging from visual data acquisition, pre-processing, classification, analysis and synthesis, 3D modelling and reconstruction, semantics and symbolic representation, metadata description, repository and archiving, to new forms of interactive and personalized presentation, visualization and immersive experience provision via advanced computer graphics, interactive virtual and augmented environments, serious games and digital storytelling. Different aspects pertaining to visual computing with regard to tangible (books, images, paintings, manuscripts, uniforms, maps, artefacts, archaeological sites, monuments) and intangible (e.g. dance and performing arts, folklore, theatrical performances) cultural heritage preservation, documentation, protection and promotion are covered, including rendering and procedural modelling of cultural heritage assets, keyword spotting in old documents, drone mapping and airborne photogrammetry, underwater recording and reconstruction, gamification, visitor engagement, animated storytelling, analysis of choreographic patterns, and many more. The book brings together and targets researchers from the domains of computing, engineering, archaeology and the arts, and aims at underscoring the potential for cross-fertilization and collaboration among these communities.

Cyberpsychology

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Publisher : Cambridge University Press
ISBN 13 : 110821049X
Total Pages : 561 pages
Book Rating : 4.1/5 (82 download)

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Book Synopsis Cyberpsychology by : Kent L. Norman

Download or read book Cyberpsychology written by Kent L. Norman and published by Cambridge University Press. This book was released on 2017-03-14 with total page 561 pages. Available in PDF, EPUB and Kindle. Book excerpt: This textbook provides a comprehensive overview of the human-computer interface in clear, non-technical language, making it an ideal introduction for students of both psychology and computer science. Covering the past, present, and future developments in technology and psychology, it combines cutting-edge academic research with engaging illustrations and examples that show students how the material relates to their lives. Topics addressed include: human factors of input devices, and the basics of sensation and perception; memory and cognitive issues of users navigating their way through interfaces; communication via programming languages and natural speech interaction; cyberpathologies such as techno-stress and Internet addiction disorders; and challenges surrounding automation and artificial intelligence. This thoroughly updated second edition features new chapters on virtual reality and cybersecurity; expanded coverage of social media, mobile computing, e-learning, and video games; and end-of-chapter review questions that ensure students have mastered key objectives.

Information Systems for Crisis Response and Management in Mediterranean Countries

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Author :
Publisher : Springer
ISBN 13 : 3319243993
Total Pages : 217 pages
Book Rating : 4.3/5 (192 download)

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Book Synopsis Information Systems for Crisis Response and Management in Mediterranean Countries by : Narjès Bellamine Ben Saoud

Download or read book Information Systems for Crisis Response and Management in Mediterranean Countries written by Narjès Bellamine Ben Saoud and published by Springer. This book was released on 2015-10-15 with total page 217 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book constitutes the refereed proceedings of the Second International Conference on Information Systems for Crisis Response and Management in Mediterranean Countries, ISCRAM‐med 2015, held in Tunis, Tunisia, in October 2015. The objectives of the ISCRAM‐med conference are to provide an outstanding opportunity and an international forum for local and international researchers, practitioners, and policy makers to address and discuss new trends and challenges with respect to information systems for crisis response and disaster management. The 14 full papers and 4 short papers presented in this volume were carefully reviewed and selected from 41 submissions. They are organized in topical sections on social computing, modeling and simulation, information and knowledge management, engineering of emergency management systems, and decision support systems and collaboration.

Handbook of Digital Games

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Author :
Publisher : John Wiley & Sons
ISBN 13 : 1118796276
Total Pages : 611 pages
Book Rating : 4.1/5 (187 download)

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Book Synopsis Handbook of Digital Games by : Marios C. Angelides

Download or read book Handbook of Digital Games written by Marios C. Angelides and published by John Wiley & Sons. This book was released on 2014-02-19 with total page 611 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book covers the state-of-the-art in digital games research and development for anyone working with or studying digital games and those who are considering entering into this rapidly growing industry. Many books have been published that sufficiently describe popular topics in digital games; however, until now there has not been a comprehensive book that draws the traditional and emerging facets of gaming together across multiple disciplines within a single volume.