Blended Learning Environments for Adults: Evaluations and Frameworks

Blended Learning Environments for Adults: Evaluations and Frameworks

Author: Anastasiades, Panagiotes S.

Publisher: IGI Global

ISBN: 9781466609402

Category: Education

Page: 340

View: 583

"This book demonstrates the view that Information and Communication Technologies should not be considered as a neutral teaching medium, but instead be implemented under pedagogical conditions; aiming at the development of critical thinking through their creative integration into the social and cultural context"--

Learning and Collaboration Technologies: Games and Virtual Environments for Learning

Learning and Collaboration Technologies: Games and Virtual Environments for Learning

Author: Panayiotis Zaphiris

Publisher: Springer Nature

ISBN: 9783030779436

Category: Computers

Page: 343

View: 934

This two-volume set LNCS 12784 and 12785 constitutes the refereed proceedings of the 8th International Conference on Learning and Collaboration Technologies, LCT 2021, held as Part of the 23rd International Conference, HCI International 2021, which took place in July 2021. Due to COVID-19 pandemic the conference was held virtually. The total of 1276 papers and 241 posters included in the 39 HCII 2021 proceedings volumes was carefully reviewed and selected from 5222 submissions. The papers of LCT 2021, Part II, focus on Games and Gamification in Learning; Chatbots in Learning; AR, VR and Robots in Learning.

Design, Utilization, and Analysis of Simulations and Game-Based Educational Worlds

Design, Utilization, and Analysis of Simulations and Game-Based Educational Worlds

Author: Ferdig, Richard E.

Publisher: IGI Global

ISBN: 9781466640191

Category: Education

Page: 361

View: 428

Games and simulations have emerged as new and effective tools for educational learning by providing interactivity and integration with online resources that are typically unavailable with traditional educational resources. Design, Utilization, and Analysis of Simulations and Game-Based Educational Worlds presents developments and evaluations of games and computer-mediated simulations in order to showcase a better understanding of the role of electronic games in multiple studies. This book is useful for researchers, practitioners, and policymakers to gain a deeper comprehension of the relationship between research and practice of electronic gaming and simulations in the educational environment.

Gamification for Human Factors Integration: Social, Education, and Psychological Issues

Gamification for Human Factors Integration: Social, Education, and Psychological Issues

Author: Bishop, Jonathan

Publisher: IGI Global

ISBN: 9781466650725

Category: Technology & Engineering

Page: 362

View: 641

With the popularity and ease-of-access to internet technologies, especially social networking, a number of human-centered issues has developed including internet addiction and cyber bullying. In an effort to encourage positive behavior, it is believed that applying gaming principles to non-gaming environments through gamification can assist in improving human interaction online. Gamification for Human Factors Integration: Social, Educational, and Psychological Issues presents information and best practices for promoting positive behavior online through gamification applications in social, educational, and psychological contexts. Through up-to-date research and practical applications, educators, academicians, information technology professionals, and psychologists will gain valuable insight into human-internet interaction and a possible solution for improving the relationship between society and technology.

Gamification in Education: Breakthroughs in Research and Practice

Gamification in Education: Breakthroughs in Research and Practice

Author: Management Association, Information Resources

Publisher: IGI Global

ISBN: 9781522551997

Category: Education

Page: 677

View: 944

Serious games provide a unique opportunity to fully engage students more than traditional teaching approaches. Understanding the best way to utilize these games and the concept of play in an educational setting is imperative for effectual learning in the 21st century. Gamification in Education: Breakthroughs in Research and Practice is an innovative reference source for the latest academic material on the different approaches and issues faced in integrating games within curriculums. Highlighting a range of topics, such as learning through play, virtual worlds, and educational computer games, this publication is ideally designed for educators, administrators, software designers, and stakeholders in all levels of education.

Transforming K-12 Classrooms with Digital Technology

Transforming K-12 Classrooms with Digital Technology

Author: Yang, Zongkai

Publisher: IGI Global

ISBN: 9781466645394

Category: Education

Page: 409

View: 815

Digital and social technologies are changing the education field. Interactive whiteboards and blackboards, e-books, and computer-mediated communication are accelerating the processes of the evolving classroom. These technologies continue to support problem solving, critical thinking, and collaboration skills among students. Transforming K-12 Classrooms with Digital Technology brings together research and practices regarding digital and social technology integration in the K-12 classroom. By sharing practical and conceptual aspects of using digital and social technologies as tools for transforming K-12 learning environments, this reference source is essential for teachers, support staff, school and district administrators, college students, and researchers working teaching and learning in the digital era.

International Handbook of Interpretation in Educational Research

International Handbook of Interpretation in Educational Research

Author: Paul Smeyers

Publisher: Springer

ISBN: 9789401792820

Category: Education

Page: 1662

View: 619

This handbook focuses on the often neglected dimension of interpretation in educational research. It argues that all educational research is in some sense ‘interpretive’, and that understanding this issue belies some usual dualisms of thought and practice, such as the sharp dichotomy between ‘qualitative’ and ‘quantitative’ research. Interpretation extends from the very framing of the research task, through the sources which constitute the data, the process of their recording, representation and analysis, to the way in which the research is finally or provisionally presented. The thesis of the handbook is that interpretation cuts across the fields (both philosophically, organizationally and methodologically). By covering a comprehensive range of research approaches and methodologies, the handbook gives (early career) researchers what they need to know in order to decide what particular methods can offer for various educational research contexts/fields. An extensive overview includes concrete examples of different kinds of research (not limited for example to ‘teaching’ and ‘learning’ examples as present in the Anglo-Saxon tradition, but including as well what in the German Continental tradition is labelled ‘pädagogisch’, examples from child rearing and other contexts of non-formal education) with full description and explanation of why these were chosen in particular circumstances and reflection on the wisdom or otherwise of the choice – combined in each case with consideration of the role of interpretation in the process. The handbook includes examples of a large number of methods traditionally classified as qualitative, interpretive and quantitative used across the area of the study of education. Examples are drawn from across the globe, thus exemplifying the different ‘opportunities and constraints’ that educational research has to confront in different societies.

Learning by Playing

Learning by Playing

Author: Fran Blumberg

Publisher: Oxford University Press, USA

ISBN: 9780199896646

Category: Education

Page: 386

View: 803

There is a growing recognition in the learning sciences that video games can no longer be seen as impediments to education, but rather, they can be developed to enhance learning. Educational and developmental psychologists, education researchers, media psychologists, and cognitive psychologists are now joining game designers and developers in seeking out new ways to use video game play in the classroom. In Learning by Playing, a diverse group of contributors provide perspectives on the most current thinking concerning the ramifications of leisure video game play for academic classroom learning. The first section of the text provides foundational understanding of the cognitive skills and content knowledge that children and adolescents acquire and refine during video game play. The second section explores game features that captivate and promote skills development among game players. The subsequent sections discuss children and adolescents' learning in the context of different types of games and the factors that contribute to transfer of learning from video game play to the classroom. These chapters then form the basis for the concluding section of the text: a specification of the most appropriate research agenda to investigate the academic potential of video game play, particularly using those games that child and adolescent players find most compelling. Contributors include researchers in education, learning sciences, and cognitive and developmental psychology, as well as instructional design researchers.