Author: Marcin Rojek
Publisher: Jagiellonian University Press
ISBN: 9788323348306
Category :
Languages : en
Pages : 170
Book Description
The idea for this book came about as a result of the ICT Guides project, which was funded by the Erasmus+ programme . The project was carried out in 2015-2018 in Gothenburg (Sweden), Berlin (Germany), Madrid (Spain) and Sheffield (United Kingdom). The cities identified for the project all have a relatively high percentage of young school students with immigrant backgrounds. This group of Europeans in particular are at risk of early school leaving, and are over-represented in terms of unemployment. The book addresses the issue of information and communication technology (ICT) use in an educational environment, and presents research results from the ICT Guides project. In order to discuss how ICT can be used as a means to prevent early school leaving among immigrant youth, this book explores the literature on how learning can be understood in the intergenerational context (Chapter 1); what the challenges are in preventing early school leaving (Chapter 2), and the prospects for ICT in education (Chapter 3). Finally, we present the findings of an empirical study on intergenerational learning with the use of information and communications technology (Chapter 4). As reports on youth in Europe show, young immigrants are most at risk of social exclusion. Employment is a strong protective factor against the risk of poverty, and - as identified in the EU 2020 strategy - one of the most important targets for a smart, sustainable and inclusive Europe. Immigrant youths suffer from having an incomplete education, partly because of the economic crisis in Europe, and partly because of the military conflicts and strife in places such as Syria and Afghanistan. Our findings highlight the fact that ICT-supported learning is a significant sociocultural platform for knowledge exchange, at the same time reducing intergenerational and cultural distance. It helps work toward the common good, creates a sense of belonging and ensures mutual support, and encourages better understanding and harmonious coexistence between young immigrants and older citizens. The function of ICT in intergenerational learning is changing, from serving as its catalyst to facilitating its participants' learning about each other.
Exploring the Virtual World of Learning Across G - Information and Communications Technology for the Educational Support of Immigrant Youth
Author: Marcin Rojek
Publisher: Jagiellonian University Press
ISBN: 9788323348306
Category :
Languages : en
Pages : 170
Book Description
The idea for this book came about as a result of the ICT Guides project, which was funded by the Erasmus+ programme . The project was carried out in 2015-2018 in Gothenburg (Sweden), Berlin (Germany), Madrid (Spain) and Sheffield (United Kingdom). The cities identified for the project all have a relatively high percentage of young school students with immigrant backgrounds. This group of Europeans in particular are at risk of early school leaving, and are over-represented in terms of unemployment. The book addresses the issue of information and communication technology (ICT) use in an educational environment, and presents research results from the ICT Guides project. In order to discuss how ICT can be used as a means to prevent early school leaving among immigrant youth, this book explores the literature on how learning can be understood in the intergenerational context (Chapter 1); what the challenges are in preventing early school leaving (Chapter 2), and the prospects for ICT in education (Chapter 3). Finally, we present the findings of an empirical study on intergenerational learning with the use of information and communications technology (Chapter 4). As reports on youth in Europe show, young immigrants are most at risk of social exclusion. Employment is a strong protective factor against the risk of poverty, and - as identified in the EU 2020 strategy - one of the most important targets for a smart, sustainable and inclusive Europe. Immigrant youths suffer from having an incomplete education, partly because of the economic crisis in Europe, and partly because of the military conflicts and strife in places such as Syria and Afghanistan. Our findings highlight the fact that ICT-supported learning is a significant sociocultural platform for knowledge exchange, at the same time reducing intergenerational and cultural distance. It helps work toward the common good, creates a sense of belonging and ensures mutual support, and encourages better understanding and harmonious coexistence between young immigrants and older citizens. The function of ICT in intergenerational learning is changing, from serving as its catalyst to facilitating its participants' learning about each other.
Publisher: Jagiellonian University Press
ISBN: 9788323348306
Category :
Languages : en
Pages : 170
Book Description
The idea for this book came about as a result of the ICT Guides project, which was funded by the Erasmus+ programme . The project was carried out in 2015-2018 in Gothenburg (Sweden), Berlin (Germany), Madrid (Spain) and Sheffield (United Kingdom). The cities identified for the project all have a relatively high percentage of young school students with immigrant backgrounds. This group of Europeans in particular are at risk of early school leaving, and are over-represented in terms of unemployment. The book addresses the issue of information and communication technology (ICT) use in an educational environment, and presents research results from the ICT Guides project. In order to discuss how ICT can be used as a means to prevent early school leaving among immigrant youth, this book explores the literature on how learning can be understood in the intergenerational context (Chapter 1); what the challenges are in preventing early school leaving (Chapter 2), and the prospects for ICT in education (Chapter 3). Finally, we present the findings of an empirical study on intergenerational learning with the use of information and communications technology (Chapter 4). As reports on youth in Europe show, young immigrants are most at risk of social exclusion. Employment is a strong protective factor against the risk of poverty, and - as identified in the EU 2020 strategy - one of the most important targets for a smart, sustainable and inclusive Europe. Immigrant youths suffer from having an incomplete education, partly because of the economic crisis in Europe, and partly because of the military conflicts and strife in places such as Syria and Afghanistan. Our findings highlight the fact that ICT-supported learning is a significant sociocultural platform for knowledge exchange, at the same time reducing intergenerational and cultural distance. It helps work toward the common good, creates a sense of belonging and ensures mutual support, and encourages better understanding and harmonious coexistence between young immigrants and older citizens. The function of ICT in intergenerational learning is changing, from serving as its catalyst to facilitating its participants' learning about each other.
EXPLORIHNG THE VIRTUAL WORLD OF LEARNING ACROSS GENERATIONS
Author: MARCIN. ROJEK
Publisher:
ISBN: 9783233483062
Category :
Languages : en
Pages :
Book Description
Publisher:
ISBN: 9783233483062
Category :
Languages : en
Pages :
Book Description
Advances in Human Factors in Training, Education, and Learning Sciences
Author: Salman Nazir
Publisher: Springer Nature
ISBN: 3030800008
Category : Technology & Engineering
Languages : en
Pages : 400
Book Description
This book addresses the importance of human factors in optimizing the learning and training process. It reports on the latest research and best practices relating to the application of behavioral and cognitive science, and new technologies in the design of instructional and training content. It proposes innovative strategies for improving the learning and training experience and outcomes in different contexts, including lower and higher education, and different industry sectors. A special emphasis is given to digital and distance learning, gamification, and virtual training. Gathering contributions to the AHFE 2021 Conference on Human Factors in Training, Education, and Learning Sciences, held virtually on July 25-29, 2021, from USA, this book offers extensive information and a thought-provoking guide for both researchers and practitioners in the field of education and training.
Publisher: Springer Nature
ISBN: 3030800008
Category : Technology & Engineering
Languages : en
Pages : 400
Book Description
This book addresses the importance of human factors in optimizing the learning and training process. It reports on the latest research and best practices relating to the application of behavioral and cognitive science, and new technologies in the design of instructional and training content. It proposes innovative strategies for improving the learning and training experience and outcomes in different contexts, including lower and higher education, and different industry sectors. A special emphasis is given to digital and distance learning, gamification, and virtual training. Gathering contributions to the AHFE 2021 Conference on Human Factors in Training, Education, and Learning Sciences, held virtually on July 25-29, 2021, from USA, this book offers extensive information and a thought-provoking guide for both researchers and practitioners in the field of education and training.
Human Interaction & Emerging Technologies (IHIET-AI 2022): Artificial Intelligence & Future Applications
Author: Tareq Ahram and Redha Taiar
Publisher: AHFE International
ISBN: 1792389892
Category : Technology & Engineering
Languages : en
Pages : 853
Book Description
Human Interaction & Emerging Technologies: Artificial Intelligence & Future Applications Proceedings of the 7th International Conference on Human Interaction and Emerging Technologies, IHIET-AI 2022, April 21–23, 2022, Lausanne, Switzerland
Publisher: AHFE International
ISBN: 1792389892
Category : Technology & Engineering
Languages : en
Pages : 853
Book Description
Human Interaction & Emerging Technologies: Artificial Intelligence & Future Applications Proceedings of the 7th International Conference on Human Interaction and Emerging Technologies, IHIET-AI 2022, April 21–23, 2022, Lausanne, Switzerland
Learning in Virtual Worlds
Author: Sue Gregory
Publisher: Athabasca University Press
ISBN: 177199133X
Category : Education
Languages : en
Pages : 347
Book Description
Three-dimensional (3D) immersive virtual worlds have been touted as being capable of facilitating highly interactive, engaging, multimodal learning experiences. Much of the evidence gathered to support these claims has been anecdotal but the potential that these environments hold to solve traditional problems in online and technology-mediated education—primarily learner isolation and student disengagement—has resulted in considerable investments in virtual world platforms like Second Life, OpenSimulator, and Open Wonderland by both professors and institutions. To justify this ongoing and sustained investment, institutions and proponents of simulated learning environments must assemble a robust body of evidence that illustrates the most effective use of this powerful learning tool. In this authoritative collection, a team of international experts outline the emerging trends and developments in the use of 3D virtual worlds for teaching and learning. They explore aspec ts of learner interaction with virtual worlds, such as user wayfinding in Second Life, communication modes and perceived presence, and accessibility issues for elderly or disabled learners. They also examine advanced technologies that hold potential for the enhancement of learner immersion and discuss best practices in the design and implementation of virtual world-based learning interventions and tasks. By evaluating and documenting different methods, approaches, and strategies, the contributors to Learning in Virtual Worlds offer important information and insight to both scholars and practitioners in the field.
Publisher: Athabasca University Press
ISBN: 177199133X
Category : Education
Languages : en
Pages : 347
Book Description
Three-dimensional (3D) immersive virtual worlds have been touted as being capable of facilitating highly interactive, engaging, multimodal learning experiences. Much of the evidence gathered to support these claims has been anecdotal but the potential that these environments hold to solve traditional problems in online and technology-mediated education—primarily learner isolation and student disengagement—has resulted in considerable investments in virtual world platforms like Second Life, OpenSimulator, and Open Wonderland by both professors and institutions. To justify this ongoing and sustained investment, institutions and proponents of simulated learning environments must assemble a robust body of evidence that illustrates the most effective use of this powerful learning tool. In this authoritative collection, a team of international experts outline the emerging trends and developments in the use of 3D virtual worlds for teaching and learning. They explore aspec ts of learner interaction with virtual worlds, such as user wayfinding in Second Life, communication modes and perceived presence, and accessibility issues for elderly or disabled learners. They also examine advanced technologies that hold potential for the enhancement of learner immersion and discuss best practices in the design and implementation of virtual world-based learning interventions and tasks. By evaluating and documenting different methods, approaches, and strategies, the contributors to Learning in Virtual Worlds offer important information and insight to both scholars and practitioners in the field.
Virtual Immersive and 3D Learning Spaces: Emerging Technologies and Trends
Author: Hai-Jew, Shalin
Publisher: IGI Global
ISBN: 1616928271
Category : Education
Languages : en
Pages : 412
Book Description
Virtual Immersive and 3D Learning Spaces: Emerging Technologies helps push the conceptual and applied boundaries of virtual immersive learning. Virtual immersive spaces bring with them plenty of promise, of sensory information-rich learning experiences that will enable a much wider range of experiential learning and training—delivered to computer desktops, augmented reality spaces, digital installations, and mobile projective devices. This work explains how these spaces may be exploited for effective learning in terms of the technologies, pedagogical strategies, and directions.
Publisher: IGI Global
ISBN: 1616928271
Category : Education
Languages : en
Pages : 412
Book Description
Virtual Immersive and 3D Learning Spaces: Emerging Technologies helps push the conceptual and applied boundaries of virtual immersive learning. Virtual immersive spaces bring with them plenty of promise, of sensory information-rich learning experiences that will enable a much wider range of experiential learning and training—delivered to computer desktops, augmented reality spaces, digital installations, and mobile projective devices. This work explains how these spaces may be exploited for effective learning in terms of the technologies, pedagogical strategies, and directions.
Educating the Net Generation
Author: Diana Oblinger
Publisher: Educause
ISBN: 9780967285320
Category : Computers
Languages : en
Pages :
Book Description
This e-book offers an insightful look into the way today's students think about and use technology in their academic and social lives. It will help institutional leaders help their students to become more successful and satisfied.
Publisher: Educause
ISBN: 9780967285320
Category : Computers
Languages : en
Pages :
Book Description
This e-book offers an insightful look into the way today's students think about and use technology in their academic and social lives. It will help institutional leaders help their students to become more successful and satisfied.
Learning in Real and Virtual Worlds
Author: P. Lacasa
Publisher: Springer
ISBN: 113731205X
Category : Education
Languages : en
Pages : 477
Book Description
Packed with critical analysis and real-life examples, this book explores how children's video games can cultivate learning. Lacasa takes several commercial video games and shows how they can be used both in and out of the classroom to teach initiative and problem-solving, encourage creativity, promote literacy, and develop reasoning skills.
Publisher: Springer
ISBN: 113731205X
Category : Education
Languages : en
Pages : 477
Book Description
Packed with critical analysis and real-life examples, this book explores how children's video games can cultivate learning. Lacasa takes several commercial video games and shows how they can be used both in and out of the classroom to teach initiative and problem-solving, encourage creativity, promote literacy, and develop reasoning skills.
Second Life, Media, and the Other Society
Author: Phylis Johnson
Publisher: Peter Lang
ISBN: 9781433106163
Category : Computers
Languages : en
Pages : 316
Book Description
This book examines the convergence of media in the largest residential virtual community to date in the gaming world: Second Life. This user content-driven platform has brought media makers and audiences together in interactive environments where news, entertainment, and art have become programming for virtual media networks with implications for traditional mainstream programming and distribution. New media moguls are emerging from Second Life and expanding to the larger Metaverse. This book explores media's role in reporting and reflecting the social, political, and economic issues within Second Life and beyond, and includes more than a dozen interviews of active Second Life residents.
Publisher: Peter Lang
ISBN: 9781433106163
Category : Computers
Languages : en
Pages : 316
Book Description
This book examines the convergence of media in the largest residential virtual community to date in the gaming world: Second Life. This user content-driven platform has brought media makers and audiences together in interactive environments where news, entertainment, and art have become programming for virtual media networks with implications for traditional mainstream programming and distribution. New media moguls are emerging from Second Life and expanding to the larger Metaverse. This book explores media's role in reporting and reflecting the social, political, and economic issues within Second Life and beyond, and includes more than a dozen interviews of active Second Life residents.
What Video Games Have to Teach Us About Learning and Literacy. Second Edition
Author: James Paul Gee
Publisher: Macmillan
ISBN: 1466886420
Category : Education
Languages : en
Pages : 233
Book Description
Cognitive Development in a Digital Age James Paul Gee begins his classic book with "I want to talk about video games–yes, even violent video games–and say some positive things about them." With this simple but explosive statement, one of America's most well-respected educators looks seriously at the good that can come from playing video games. This revised edition expands beyond mere gaming, introducing readers to fresh perspectives based on games like World of Warcraft and Half-Life 2. It delves deeper into cognitive development, discussing how video games can shape our understanding of the world. An undisputed must-read for those interested in the intersection of education, technology, and pop culture, What Video Games Have to Teach Us About Learning and Literacy challenges traditional norms, examines the educational potential of video games, and opens up a discussion on the far-reaching impacts of this ubiquitous aspect of modern life.
Publisher: Macmillan
ISBN: 1466886420
Category : Education
Languages : en
Pages : 233
Book Description
Cognitive Development in a Digital Age James Paul Gee begins his classic book with "I want to talk about video games–yes, even violent video games–and say some positive things about them." With this simple but explosive statement, one of America's most well-respected educators looks seriously at the good that can come from playing video games. This revised edition expands beyond mere gaming, introducing readers to fresh perspectives based on games like World of Warcraft and Half-Life 2. It delves deeper into cognitive development, discussing how video games can shape our understanding of the world. An undisputed must-read for those interested in the intersection of education, technology, and pop culture, What Video Games Have to Teach Us About Learning and Literacy challenges traditional norms, examines the educational potential of video games, and opens up a discussion on the far-reaching impacts of this ubiquitous aspect of modern life.