21st Century Learning for 21st Century Skills

21st Century Learning for 21st Century Skills

Author: Andrew Ravenscroft

Publisher: Springer

ISBN: 9783642332630

Category: Computers

Page: 553

View: 440

This book constitutes the refereed proceedings of the 7th European Conference on Technology Enhanced Learning, EC-TEL 2012, held in Saarbr├╝cken, Germany, in September 2012. The 26 revised full papers presented were carefully reviewed and selected from 130 submissions. The book also includes 12 short papers, 16 demonstration papers, 11 poster papers, and 1 invited paper. Specifically, the programme and organizing structure was formed through the themes: mobile learning and context; serious and educational games; collaborative learning; organisational and workplace learning; learning analytics and retrieval; personalised and adaptive learning; learning environments; academic learning and context; and, learning facilitation by semantic means.

Intelligent Tutoring Systems in E-Learning Environments: Design, Implementation and Evaluation

Intelligent Tutoring Systems in E-Learning Environments: Design, Implementation and Evaluation

Author: Stankov, Slavomir

Publisher: IGI Global

ISBN: 9781616920098

Category: Computers

Page: 446

View: 402

"This book addresses intelligent tutoring system (ITS) environments from the standpoint of information and communication technology (ICT) and the recent accomplishments within both the e-learning paradigm and e-learning systems"--Provided by publisher.

Education And Awareness Of Sustainability - Proceedings Of The 3rd Eurasian Conference On Educational Innovation 2020 (Ecei 2020)

Education And Awareness Of Sustainability - Proceedings Of The 3rd Eurasian Conference On Educational Innovation 2020 (Ecei 2020)

Author: Charles Tijus

Publisher: World Scientific

ISBN: 9789811228018

Category: Education

Page: 1004

View: 556

This volume represents the proceedings of the 3rd Eurasian Conference on Educational Innovation 2020 (ECEI 2020). Thes conference is organized by the International Institute of Knowledge Innovation and Invention (IIKII), and was held on February 5-7, 2020 in Hanoi, Vietnam.ECEI 2020 provides a unified communication platform for researchers in a range of topics in education innovation and other related fields. This proceedings volume enables interdisciplinary collaboration of science and engineering technologists. It is a fine starting point for establishing an international network in the academic and industrial fields.

Algorithmic and Architectural Gaming Design: Implementation and Development

Algorithmic and Architectural Gaming Design: Implementation and Development

Author: Kumar, Ashok

Publisher: IGI Global

ISBN: 9781466616356

Category: Computers

Page: 477

View: 159

Video games represent a unique blend of programming, art, music, and unbridled creativity. To the general public, they are perhaps the most exciting computer applications ever undertaken. In the field of computer science, they have been the impetus for a continuous stream of innovations designed to provide gaming enthusiasts with the most realistic and enjoyable gaming experience possible. Algorithmic and Architectural Gaming Design: Implementation and Development discusses the most recent advances in the field of video game design, with particular emphasis on practical examples of game development, including design and implementation. The target audience of this book includes educators, students, practitioners, professionals, and researchers working in the area of video game design and development. Anyone actively developing video games will benefit from the practical application of fundamental computer science concepts demonstrated in this book.

Handbook of Game-Based Learning

Handbook of Game-Based Learning

Author: Jan L. Plass

Publisher: MIT Press

ISBN: 9780262356541

Category: Education

Page: 600

View: 899

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

Developments in Current Game-Based Learning Design and Deployment

Developments in Current Game-Based Learning Design and Deployment

Author: Felicia, Patrick

Publisher: IGI Global

ISBN: 9781466618657

Category: Education

Page: 453

View: 354

Educational gaming is becoming more popular at universities, in the military, and in private business. Multidisciplinary research which explores the cognitive and psychological aspects that underpin successful educational video games is therefore necessary to ensure proper curriculum design and positive learning outcomes. Developments in Current Game-Based Learning Design and Deployment highlights the latest research from professionals and researchers working in the fields of educational games development, e-learning, multimedia, educational psychology, and information technology. It promotes an in-depth understanding of the multiple factors and challenges inherent to the design and integration of game-based Learning environments.

Higher Education for All. From Challenges to Novel Technology-Enhanced Solutions

Higher Education for All. From Challenges to Novel Technology-Enhanced Solutions

Author: Alexandra I. Cristea

Publisher: Springer

ISBN: 9783319979342

Category: Education

Page: 207

View: 407

This book constitutes the thoroughly refereed proceedings of the Researcher Links Workshop: Higher Education for All, held in Macei├│, Brazil, in March 2017. The 12 full papers presented were carefully reviewed and selected from 31 submissions. The papers deal with a large spectrum of topics, including higher education, technology-enhanced solutions, user modelling, user grouping, gamification, educational games, MOOCs, e-learning, open educational resources, collaborative learning, student modelling, serious games, language analysis.

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: 683

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.