Author: Maiga Chang
Publisher: Springer
ISBN: 3642234569
Category : Education
Languages : en
Pages : 582
Book Description
This book constitutes the refereed proceedings of the 6th International Conference on E-learning and Games, Edutainment 2011, held in Taipeh, Taiwan, in September 2011. The 42 full papers were carefully reviewed and selected from 130 submissions. The papers are organized in topical sections on: augemented and mixed reality in education; effectiveness of virtual reality for education; ubiquituous games and ubiquitous technology & learning; future classroom; e-reader and multi-touch; learning performance and achievement; learning by playing; game design and development; game-based learning/training; interactions in games; digital museum and technology, and behavior in games; educational robots and toys; e-learning platforms and tools; game engine/rendering/animations; game-assisted language learning; learning with robots and robotics education; e-portfolio and ICT-enhanced learning; game-based testing and assessment; trend, development and learning process of educational mini games; VR and edutainment.
Edutainment Technologies. Educational Games and Virtual Reality/Augmented Reality Applications
Author: Maiga Chang
Publisher: Springer
ISBN: 3642234569
Category : Education
Languages : en
Pages : 582
Book Description
This book constitutes the refereed proceedings of the 6th International Conference on E-learning and Games, Edutainment 2011, held in Taipeh, Taiwan, in September 2011. The 42 full papers were carefully reviewed and selected from 130 submissions. The papers are organized in topical sections on: augemented and mixed reality in education; effectiveness of virtual reality for education; ubiquituous games and ubiquitous technology & learning; future classroom; e-reader and multi-touch; learning performance and achievement; learning by playing; game design and development; game-based learning/training; interactions in games; digital museum and technology, and behavior in games; educational robots and toys; e-learning platforms and tools; game engine/rendering/animations; game-assisted language learning; learning with robots and robotics education; e-portfolio and ICT-enhanced learning; game-based testing and assessment; trend, development and learning process of educational mini games; VR and edutainment.
Publisher: Springer
ISBN: 3642234569
Category : Education
Languages : en
Pages : 582
Book Description
This book constitutes the refereed proceedings of the 6th International Conference on E-learning and Games, Edutainment 2011, held in Taipeh, Taiwan, in September 2011. The 42 full papers were carefully reviewed and selected from 130 submissions. The papers are organized in topical sections on: augemented and mixed reality in education; effectiveness of virtual reality for education; ubiquituous games and ubiquitous technology & learning; future classroom; e-reader and multi-touch; learning performance and achievement; learning by playing; game design and development; game-based learning/training; interactions in games; digital museum and technology, and behavior in games; educational robots and toys; e-learning platforms and tools; game engine/rendering/animations; game-assisted language learning; learning with robots and robotics education; e-portfolio and ICT-enhanced learning; game-based testing and assessment; trend, development and learning process of educational mini games; VR and edutainment.
Edutainment Technologies. Educational Games and Virtual Reality/Augmented Reality Applications
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Publisher:
ISBN:
Category :
Languages : en
Pages :
Book Description
Publisher:
ISBN:
Category :
Languages : en
Pages :
Book Description
Edutainment Technologies. Educational Games and Virtual Reality/Augmented Reality Applications
Author: Maiga Chang
Publisher: Springer Science & Business Media
ISBN: 3642234550
Category : Education
Languages : en
Pages : 582
Book Description
This book constitutes the refereed proceedings of the 6th International Conference on E-learning and Games, Edutainment 2011, held in Taipeh, Taiwan, in September 2011. The 42 full papers were carefully reviewed and selected from 130 submissions. The papers are organized in topical sections on: augemented and mixed reality in education; effectiveness of virtual reality for education; ubiquituous games and ubiquitous technology & learning; future classroom; e-reader and multi-touch; learning performance and achievement; learning by playing; game design and development; game-based learning/training; interactions in games; digital museum and technology, and behavior in games; educational robots and toys; e-learning platforms and tools; game engine/rendering/animations; game-assisted language learning; learning with robots and robotics education; e-portfolio and ICT-enhanced learning; game-based testing and assessment; trend, development and learning process of educational mini games; VR and edutainment.
Publisher: Springer Science & Business Media
ISBN: 3642234550
Category : Education
Languages : en
Pages : 582
Book Description
This book constitutes the refereed proceedings of the 6th International Conference on E-learning and Games, Edutainment 2011, held in Taipeh, Taiwan, in September 2011. The 42 full papers were carefully reviewed and selected from 130 submissions. The papers are organized in topical sections on: augemented and mixed reality in education; effectiveness of virtual reality for education; ubiquituous games and ubiquitous technology & learning; future classroom; e-reader and multi-touch; learning performance and achievement; learning by playing; game design and development; game-based learning/training; interactions in games; digital museum and technology, and behavior in games; educational robots and toys; e-learning platforms and tools; game engine/rendering/animations; game-assisted language learning; learning with robots and robotics education; e-portfolio and ICT-enhanced learning; game-based testing and assessment; trend, development and learning process of educational mini games; VR and edutainment.
Serious Games and Edutainment Applications
Author: Minhua Ma
Publisher: Springer
ISBN: 3319516450
Category : Computers
Languages : en
Pages : 694
Book Description
With the continued application of gaming for training and education, which has seen exponential growth over the past two decades, this book offers an insightful introduction to the current developments and applications of game technologies within educational settings, with cutting-edge academic research and industry insights, providing a greater understanding into current and future developments and advances within this field. Following on from the success of the first volume in 2011, researchers from around the world presents up-to-date research on a broad range of new and emerging topics such as serious games and emotion, games for music education and games for medical training, to gamification, bespoke serious games, and adaptation of commercial off-the shelf games for education and narrative design, giving readers a thorough understanding of the advances and current issues facing developers and designers regarding games for training and education. This second volume of Serious Games and Edutainment Applications offers further insights for researchers, designers and educators who are interested in using serious games for training and educational purposes, and gives game developers with detailed information on current topics and developments within this growing area.
Publisher: Springer
ISBN: 3319516450
Category : Computers
Languages : en
Pages : 694
Book Description
With the continued application of gaming for training and education, which has seen exponential growth over the past two decades, this book offers an insightful introduction to the current developments and applications of game technologies within educational settings, with cutting-edge academic research and industry insights, providing a greater understanding into current and future developments and advances within this field. Following on from the success of the first volume in 2011, researchers from around the world presents up-to-date research on a broad range of new and emerging topics such as serious games and emotion, games for music education and games for medical training, to gamification, bespoke serious games, and adaptation of commercial off-the shelf games for education and narrative design, giving readers a thorough understanding of the advances and current issues facing developers and designers regarding games for training and education. This second volume of Serious Games and Edutainment Applications offers further insights for researchers, designers and educators who are interested in using serious games for training and educational purposes, and gives game developers with detailed information on current topics and developments within this growing area.
Technologies for E-Learning and Digital Entertainment
Author: Kin-chuen Hui
Publisher: Springer
ISBN: 3540730117
Category : Computers
Languages : en
Pages : 991
Book Description
This book constitutes the refereed proceedings of the Second International Conference on E-learning and Games, Edutainment 2007, held in Hong Kong, China, in June 2007. It covers virtual and augmented reality in game and education, virtual characters in games and education, e-learning platforms and tools, geometry in games and virtual reality, vision, imaging and video technology, as well as collaborative and distributed environments.
Publisher: Springer
ISBN: 3540730117
Category : Computers
Languages : en
Pages : 991
Book Description
This book constitutes the refereed proceedings of the Second International Conference on E-learning and Games, Edutainment 2007, held in Hong Kong, China, in June 2007. It covers virtual and augmented reality in game and education, virtual characters in games and education, e-learning platforms and tools, geometry in games and virtual reality, vision, imaging and video technology, as well as collaborative and distributed environments.
Transformative Digital Technology for Disruptive Teaching and Learning
Author: P Kaliraj
Publisher: CRC Press
ISBN: 1003845630
Category : Education
Languages : en
Pages : 225
Book Description
Generation Z students are avid gamers and are always on social media. Smart like their phones, they must be educated in a smart manner, which involves the use of digital tools. Transformative Digital Technology for Disruptive Teaching and Learning provides smart education solutions and details ways in which Gen Z learners can be educated. It covers such digital learning strategies as blended learning, flipped learning, mobile learning, and gamification. It examines creative teaching–learning strategies to encourage modern learners to learn more quickly. The book discusses ways to accelerate the capabilities of teaching and learning transactions. It also covers innovative teaching and learning processes to meet the challenges of digital learners. Starting with an overview of digital learning resources and processes as well as their advantages and disadvantages, the book then discusses such approaches and strategies as follows: Learner-oriented and learner-friendly approaches Blended learning Active learning Experiential learning Virtual learning Applications of Cloud Computing and Artificial Intelligence Gamification LMS challenges and techno-pedagogical issues for modern life As digital technology is disrupting teaching and learning, especially the skill development of students in the era of Industry 4.0 and 5.0, this is a timely book. It provides methods, approaches, strategies, and techniques for innovative learning and teaching. It discusses how to leverage new technology to enhance educators’ and learners’ abilities and performance. A comprehensive reference guide for educational researchers and technology developers, the book also helps educators embrace the digital transformation of teaching and learning.
Publisher: CRC Press
ISBN: 1003845630
Category : Education
Languages : en
Pages : 225
Book Description
Generation Z students are avid gamers and are always on social media. Smart like their phones, they must be educated in a smart manner, which involves the use of digital tools. Transformative Digital Technology for Disruptive Teaching and Learning provides smart education solutions and details ways in which Gen Z learners can be educated. It covers such digital learning strategies as blended learning, flipped learning, mobile learning, and gamification. It examines creative teaching–learning strategies to encourage modern learners to learn more quickly. The book discusses ways to accelerate the capabilities of teaching and learning transactions. It also covers innovative teaching and learning processes to meet the challenges of digital learners. Starting with an overview of digital learning resources and processes as well as their advantages and disadvantages, the book then discusses such approaches and strategies as follows: Learner-oriented and learner-friendly approaches Blended learning Active learning Experiential learning Virtual learning Applications of Cloud Computing and Artificial Intelligence Gamification LMS challenges and techno-pedagogical issues for modern life As digital technology is disrupting teaching and learning, especially the skill development of students in the era of Industry 4.0 and 5.0, this is a timely book. It provides methods, approaches, strategies, and techniques for innovative learning and teaching. It discusses how to leverage new technology to enhance educators’ and learners’ abilities and performance. A comprehensive reference guide for educational researchers and technology developers, the book also helps educators embrace the digital transformation of teaching and learning.
Children, Young People and Dark Tourism
Author: Mary Margaret Kerr
Publisher: Taylor & Francis
ISBN: 1000608204
Category : Business & Economics
Languages : en
Pages : 359
Book Description
This book is the first its kind to offer an innovative examination of the intersecting influences, contexts, and challenges within the field of children’s dark tourism. It also outlines novel conceptualizations and methods for scholarship in this overlooked field. Presently, tourism research, and in dark tourism specifically, relies primarily on adult-centered theories and data collection methods. However, these approaches are inadequate for understanding and developing children’s experiences and perspectives. This book seeks to inform and inspire research on children’s experiences of dark tourism. Designed to appeal to students and scholars, it brings together insights from leading experts. The book focuses on five themes, to explore the conceptual and historic origins of children’s dark tourism, developmental contexts, child perspectives, specific contexts relevant to children’s encounters, and methodological approaches. This book is aimed at an international array of scholars and students with inherent research interests in the contemporary commodification of death and ‘difficult heritage’ within the visitor economy. Thus, the book will provide a multi-disciplinary scope within the fields of history, heritage studies, childhood studies, psychology, education, sociology, human geography, and tourism studies. The volume is primarily intended for undergraduate and postgraduate study, as well as scholars and tourism professionals.
Publisher: Taylor & Francis
ISBN: 1000608204
Category : Business & Economics
Languages : en
Pages : 359
Book Description
This book is the first its kind to offer an innovative examination of the intersecting influences, contexts, and challenges within the field of children’s dark tourism. It also outlines novel conceptualizations and methods for scholarship in this overlooked field. Presently, tourism research, and in dark tourism specifically, relies primarily on adult-centered theories and data collection methods. However, these approaches are inadequate for understanding and developing children’s experiences and perspectives. This book seeks to inform and inspire research on children’s experiences of dark tourism. Designed to appeal to students and scholars, it brings together insights from leading experts. The book focuses on five themes, to explore the conceptual and historic origins of children’s dark tourism, developmental contexts, child perspectives, specific contexts relevant to children’s encounters, and methodological approaches. This book is aimed at an international array of scholars and students with inherent research interests in the contemporary commodification of death and ‘difficult heritage’ within the visitor economy. Thus, the book will provide a multi-disciplinary scope within the fields of history, heritage studies, childhood studies, psychology, education, sociology, human geography, and tourism studies. The volume is primarily intended for undergraduate and postgraduate study, as well as scholars and tourism professionals.
Interactive Mobile Communication Technologies and Learning
Author: Michael E. Auer
Publisher: Springer
ISBN: 3319751751
Category : Technology & Engineering
Languages : en
Pages : 984
Book Description
Interactive mobile technologies have now become the core of many—if not all—fields of society. Not only do the younger generation of students expect a mobile working and learning environment, but also the new ideas, technologies and solutions introduced on a nearly daily basis also boost this trend. Discussing and assessing key trends in the mobile field were the primary aims of the 11th International Conference on Interactive Mobile Communication, Technologies and Learning (IMCL2017), which was held in Thessaloniki from 30 November to 01 December 2017. Since being founded in 2006, the conference has been devoted to new approaches in interactive mobile technologies, with a focus on learning. The IMCL conferences have in the meanwhile become a central forum of the exchange of new research results and relevant trends, as well as best practices. This book contains papers in the fields of: Future Trends and Emerging Mobile Technologies Design and Development of Mobile Learning Apps and Content Mobile Games—Gamification and Mobile Learning Adaptive Mobile Environments Augmented Reality and Immersive Applications Tangible, Embedded and Embodied Interaction Interactive Collaborative and Blended Learning Digital Technology in Sports Mobile Health Care and Training Multimedia Learning in Music Education 5G Network Infrastructure Case Studies Real-World Experiences The content will appeal to a broad readership, including policymakers, academics, educators, researchers in pedagogy and learning theory, school teachers, the learning industry, further education lecturers, etc.
Publisher: Springer
ISBN: 3319751751
Category : Technology & Engineering
Languages : en
Pages : 984
Book Description
Interactive mobile technologies have now become the core of many—if not all—fields of society. Not only do the younger generation of students expect a mobile working and learning environment, but also the new ideas, technologies and solutions introduced on a nearly daily basis also boost this trend. Discussing and assessing key trends in the mobile field were the primary aims of the 11th International Conference on Interactive Mobile Communication, Technologies and Learning (IMCL2017), which was held in Thessaloniki from 30 November to 01 December 2017. Since being founded in 2006, the conference has been devoted to new approaches in interactive mobile technologies, with a focus on learning. The IMCL conferences have in the meanwhile become a central forum of the exchange of new research results and relevant trends, as well as best practices. This book contains papers in the fields of: Future Trends and Emerging Mobile Technologies Design and Development of Mobile Learning Apps and Content Mobile Games—Gamification and Mobile Learning Adaptive Mobile Environments Augmented Reality and Immersive Applications Tangible, Embedded and Embodied Interaction Interactive Collaborative and Blended Learning Digital Technology in Sports Mobile Health Care and Training Multimedia Learning in Music Education 5G Network Infrastructure Case Studies Real-World Experiences The content will appeal to a broad readership, including policymakers, academics, educators, researchers in pedagogy and learning theory, school teachers, the learning industry, further education lecturers, etc.
The Cambridge Handbook of Cyber Behavior
Author: Zheng Yan
Publisher: Cambridge University Press
ISBN: 1316732827
Category : Psychology
Languages : en
Pages : 1662
Book Description
This handbook covers current research in the science of cyber behavior. Written by international scholars from a wide range of disciplines, the chapters focus on four fundamental elements of cyber behavior: users, technologies, activities, and effects. It is the ideal overview of the field for researchers, scholars, and students alike.
Publisher: Cambridge University Press
ISBN: 1316732827
Category : Psychology
Languages : en
Pages : 1662
Book Description
This handbook covers current research in the science of cyber behavior. Written by international scholars from a wide range of disciplines, the chapters focus on four fundamental elements of cyber behavior: users, technologies, activities, and effects. It is the ideal overview of the field for researchers, scholars, and students alike.
Contemporary Computer-Assisted Language Learning
Author: Michael Thomas
Publisher: A&C Black
ISBN: 1441193626
Category : Language Arts & Disciplines
Languages : en
Pages : 417
Book Description
A state of the art reference volume on contemporary computer-assisted language learning, including chapters on research and methodology by leading international figures in the field.
Publisher: A&C Black
ISBN: 1441193626
Category : Language Arts & Disciplines
Languages : en
Pages : 417
Book Description
A state of the art reference volume on contemporary computer-assisted language learning, including chapters on research and methodology by leading international figures in the field.