Author: L.A. Annetta
Publisher: Springer Science & Business Media
ISBN: 9460913296
Category : Education
Languages : en
Pages : 281
Book Description
In an increasingly scientific and technological world the need for a knowledgeable citizenry, individuals who understand the fundamentals of technological ideas and think critically about these issues, has never been greater. There is growing appreciation across the broader education community that educational three dimensional virtual learning environments are part of the daily lives of citizens, not only regularly occurring in schools and in after-school programs, but also in informal settings like museums, science centers, zoos and aquariums, at home with family, in the workplace, during leisure time when children and adults participate in community-based activities. This blurring of the boundaries of where, when, why, how and with whom people learn, along with better understandings of learning as a personally constructed, life-long process of making meaning and shaping identity, has initiated a growing awareness in the field that the questions and frameworks guiding assessing these environments should be reconsidered in light of these new realities. The audience for this book will be researchers working in the Serious Games arena along with distance education instructors and administrators and students on the cutting edge of assessment in computer generated environments.
Serious Educational Game Assessment: Practical Methods and Models for Educational Games, Simulations and Virtual Worlds
Author: L.A. Annetta
Publisher: Springer Science & Business Media
ISBN: 9460913296
Category : Education
Languages : en
Pages : 281
Book Description
In an increasingly scientific and technological world the need for a knowledgeable citizenry, individuals who understand the fundamentals of technological ideas and think critically about these issues, has never been greater. There is growing appreciation across the broader education community that educational three dimensional virtual learning environments are part of the daily lives of citizens, not only regularly occurring in schools and in after-school programs, but also in informal settings like museums, science centers, zoos and aquariums, at home with family, in the workplace, during leisure time when children and adults participate in community-based activities. This blurring of the boundaries of where, when, why, how and with whom people learn, along with better understandings of learning as a personally constructed, life-long process of making meaning and shaping identity, has initiated a growing awareness in the field that the questions and frameworks guiding assessing these environments should be reconsidered in light of these new realities. The audience for this book will be researchers working in the Serious Games arena along with distance education instructors and administrators and students on the cutting edge of assessment in computer generated environments.
Publisher: Springer Science & Business Media
ISBN: 9460913296
Category : Education
Languages : en
Pages : 281
Book Description
In an increasingly scientific and technological world the need for a knowledgeable citizenry, individuals who understand the fundamentals of technological ideas and think critically about these issues, has never been greater. There is growing appreciation across the broader education community that educational three dimensional virtual learning environments are part of the daily lives of citizens, not only regularly occurring in schools and in after-school programs, but also in informal settings like museums, science centers, zoos and aquariums, at home with family, in the workplace, during leisure time when children and adults participate in community-based activities. This blurring of the boundaries of where, when, why, how and with whom people learn, along with better understandings of learning as a personally constructed, life-long process of making meaning and shaping identity, has initiated a growing awareness in the field that the questions and frameworks guiding assessing these environments should be reconsidered in light of these new realities. The audience for this book will be researchers working in the Serious Games arena along with distance education instructors and administrators and students on the cutting edge of assessment in computer generated environments.
Serious Educational Game Assessment
Author: Leonard Annetta
Publisher:
ISBN:
Category :
Languages : en
Pages : 0
Book Description
Publisher:
ISBN:
Category :
Languages : en
Pages : 0
Book Description
Handbook of Research on Improving Learning and Motivation through Educational Games: Multidisciplinary Approaches
Author: Felicia, Patrick
Publisher: IGI Global
ISBN: 1609604962
Category : Education
Languages : en
Pages : 1374
Book Description
"This book provides relevant theoretical frameworks and the latest empirical research findings on game-based learning to help readers who want to improve their understanding of the important roles and applications of educational games in terms of teaching strategies, instructional design, educational psychology and game design"--Provided by publisher.
Publisher: IGI Global
ISBN: 1609604962
Category : Education
Languages : en
Pages : 1374
Book Description
"This book provides relevant theoretical frameworks and the latest empirical research findings on game-based learning to help readers who want to improve their understanding of the important roles and applications of educational games in terms of teaching strategies, instructional design, educational psychology and game design"--Provided by publisher.
Advances in Visual Informatics
Author: Halimah Badioze Zaman
Publisher: Springer
ISBN: 3319259393
Category : Computers
Languages : en
Pages : 535
Book Description
This book constitutes the refereed proceedings of the Fourth International Conference on Advances in Visual Informatics, IVIC 2015, held in Bangi, Malaysia, in November 2015. The five keynotes and 45 papers presented were carefully reviewed and selected from 82 initial submissions. The papers are organized in four tracks on visualization and big data; machine learning and computer vision; computer graphics; as well as virtual reality.
Publisher: Springer
ISBN: 3319259393
Category : Computers
Languages : en
Pages : 535
Book Description
This book constitutes the refereed proceedings of the Fourth International Conference on Advances in Visual Informatics, IVIC 2015, held in Bangi, Malaysia, in November 2015. The five keynotes and 45 papers presented were carefully reviewed and selected from 82 initial submissions. The papers are organized in four tracks on visualization and big data; machine learning and computer vision; computer graphics; as well as virtual reality.
Cases on 3D Technology Application and Integration in Education
Author: Nettleton, Kimberely Fletcher
Publisher: IGI Global
ISBN: 1466628162
Category : Education
Languages : en
Pages : 456
Book Description
Cases on 3D Technology Application and Integration in Education highlights the use of 3D technologies in the educational environment and the future prospects of adaption and evolution beyond the traditional methods of teaching. This comprehensive collection of research aims to provide instructors and researchers with a solid foundation of information on 3D technology.
Publisher: IGI Global
ISBN: 1466628162
Category : Education
Languages : en
Pages : 456
Book Description
Cases on 3D Technology Application and Integration in Education highlights the use of 3D technologies in the educational environment and the future prospects of adaption and evolution beyond the traditional methods of teaching. This comprehensive collection of research aims to provide instructors and researchers with a solid foundation of information on 3D technology.
End-User Considerations in Educational Technology Design
Author: Roscoe, Rod D.
Publisher: IGI Global
ISBN: 1522526404
Category : Education
Languages : en
Pages : 423
Book Description
Emerging technologies have enhanced the learning capabilities and opportunities in modern school systems. To continue the effective development of such innovations, the intended users must be taken into account. End-User Considerations in Educational Technology Design is a pivotal reference source for the latest scholarly material on usability testing techniques and user-centered design methodologies in the development of technological tools for learning environments. Highlighting a range of pertinent topics such as multimedia learning, human-computer interaction, and online learning, this book is ideally designed for academics, researchers, school administrators, professionals, and practitioners interested in the design of optimized educational technologies.
Publisher: IGI Global
ISBN: 1522526404
Category : Education
Languages : en
Pages : 423
Book Description
Emerging technologies have enhanced the learning capabilities and opportunities in modern school systems. To continue the effective development of such innovations, the intended users must be taken into account. End-User Considerations in Educational Technology Design is a pivotal reference source for the latest scholarly material on usability testing techniques and user-centered design methodologies in the development of technological tools for learning environments. Highlighting a range of pertinent topics such as multimedia learning, human-computer interaction, and online learning, this book is ideally designed for academics, researchers, school administrators, professionals, and practitioners interested in the design of optimized educational technologies.
Learning and the Metaverse
Author: Donald Clark
Publisher: Kogan Page Publishers
ISBN: 1398612111
Category : Business & Economics
Languages : en
Pages : 281
Book Description
What is the metaverse? Will it really happen? How will it affect learning and development (L&D)? Where do I start? Learning and the Metaverse explains where the Metaverse came from, what it is, where it is going, debunks the myths and demystifies the jargon. It shows how it can be used to improve training and learning activities. Written by a learning technology expert with more than 35 years' experience, this book explains what this shift from 2D to 3D learning involves and what it means for you as a learning professional. It analyses the evidence for effective learning in 3D and explains what works and what doesn't. There is also guidance on designing training that can be used in the Metaverse and why it's important to consider how people learn when doing this. This book includes discussion of the Metaverse and broader education as well as coverage of virtual reality (VR), augmented reality (AR), immersive technology and learning simulations. This guide contains everything learning professionals need to know about learning and the Metaverse.
Publisher: Kogan Page Publishers
ISBN: 1398612111
Category : Business & Economics
Languages : en
Pages : 281
Book Description
What is the metaverse? Will it really happen? How will it affect learning and development (L&D)? Where do I start? Learning and the Metaverse explains where the Metaverse came from, what it is, where it is going, debunks the myths and demystifies the jargon. It shows how it can be used to improve training and learning activities. Written by a learning technology expert with more than 35 years' experience, this book explains what this shift from 2D to 3D learning involves and what it means for you as a learning professional. It analyses the evidence for effective learning in 3D and explains what works and what doesn't. There is also guidance on designing training that can be used in the Metaverse and why it's important to consider how people learn when doing this. This book includes discussion of the Metaverse and broader education as well as coverage of virtual reality (VR), augmented reality (AR), immersive technology and learning simulations. This guide contains everything learning professionals need to know about learning and the Metaverse.
ICEL2015-10th International Conference on e-Learning
Author: Dr Carlton Watson
Publisher: Academic Conferences and publishing limited
ISBN: 1910810258
Category : Computers
Languages : en
Pages : 368
Book Description
These proceedings represent the work of researchers participating in the 10th International Conference on e-Learning (ICEL 2015) which is being hosted this year by the College of the Bahamas, Nassau on the 25-26 June 2015. ICEL is a recognised event on the International research conferences calendar and provides a valuable platform for individuals to present their research findings, display their work in progress and discuss conceptual advances in the area of e-Learning. It provides an important opportunity for researchers and managers to come together with peers to share their experiences of using the varied and expanding range of e-Learning available to them. With an initial submission of 91 abstracts, after the double blind, peer review process there are 41 academic Research papers and 2 PhD papers Research papers published in these Conference Proceedings. These papers come from some many different countries including: Australia, Belgium, Brazil, Canada, China, Germany, Greece, Hong Kong, Malaysia, Portugal, Republic of Macedonia, Romania, Slovakia, South Africa, Sweden, United Arab Emirates, UK and the USA. A selection of the best papers – those agreed by a panel of reviewers and the editor will be published in a conference edition of EJEL (the Electronic Journal of e-Learning www.ejel.com). These will be chosen for their quality of writing and relevance to the Journal’s objective of publishing papers that offer new insights or practical help into the application e-Learning.
Publisher: Academic Conferences and publishing limited
ISBN: 1910810258
Category : Computers
Languages : en
Pages : 368
Book Description
These proceedings represent the work of researchers participating in the 10th International Conference on e-Learning (ICEL 2015) which is being hosted this year by the College of the Bahamas, Nassau on the 25-26 June 2015. ICEL is a recognised event on the International research conferences calendar and provides a valuable platform for individuals to present their research findings, display their work in progress and discuss conceptual advances in the area of e-Learning. It provides an important opportunity for researchers and managers to come together with peers to share their experiences of using the varied and expanding range of e-Learning available to them. With an initial submission of 91 abstracts, after the double blind, peer review process there are 41 academic Research papers and 2 PhD papers Research papers published in these Conference Proceedings. These papers come from some many different countries including: Australia, Belgium, Brazil, Canada, China, Germany, Greece, Hong Kong, Malaysia, Portugal, Republic of Macedonia, Romania, Slovakia, South Africa, Sweden, United Arab Emirates, UK and the USA. A selection of the best papers – those agreed by a panel of reviewers and the editor will be published in a conference edition of EJEL (the Electronic Journal of e-Learning www.ejel.com). These will be chosen for their quality of writing and relevance to the Journal’s objective of publishing papers that offer new insights or practical help into the application e-Learning.
Emerging Tools and Applications of Virtual Reality in Education
Author: Choi, Dong Hwa
Publisher: IGI Global
ISBN: 1466698381
Category : Education
Languages : en
Pages : 381
Book Description
Virtual reality is the next frontier of communication. As technology exponentially evolves, so do the ways in which humans interact and depend upon it. It only follows that to educate and stimulate the next generation of industry leaders, one must use the most innovative tools available. By coupling education with the most immersive technology available, teachers may inspire students in exciting new ways. Emerging Tools and Applications of Virtual Reality in Education explores the potential and practical uses of virtual reality in classrooms with a focus on pedagogical and instructional outcomes and strategies. This title features current experiments in the use of augmented reality in teaching and highlights the effects it had on students. The authors also illustrate the use of technology in teaching the humanities, as students well-rounded in the fields of technology and communication are covetable in the workforce. This book will inspire educators, administrators, librarians, students of education, and virtual reality software developers to push the limits of their craft.
Publisher: IGI Global
ISBN: 1466698381
Category : Education
Languages : en
Pages : 381
Book Description
Virtual reality is the next frontier of communication. As technology exponentially evolves, so do the ways in which humans interact and depend upon it. It only follows that to educate and stimulate the next generation of industry leaders, one must use the most innovative tools available. By coupling education with the most immersive technology available, teachers may inspire students in exciting new ways. Emerging Tools and Applications of Virtual Reality in Education explores the potential and practical uses of virtual reality in classrooms with a focus on pedagogical and instructional outcomes and strategies. This title features current experiments in the use of augmented reality in teaching and highlights the effects it had on students. The authors also illustrate the use of technology in teaching the humanities, as students well-rounded in the fields of technology and communication are covetable in the workforce. This book will inspire educators, administrators, librarians, students of education, and virtual reality software developers to push the limits of their craft.
Simulation and Gaming
Author: Dragan Cvetković
Publisher: BoD – Books on Demand
ISBN: 9535138030
Category : Computers
Languages : en
Pages : 234
Book Description
The book "Simulation and Gaming" discusses the following topics and research areas: game-based methods of problem solution and data processing, analysis, and information mining; educational games and game features, including game characteristics, story, mechanics, and methodology; development of integrated games tasked with helping students in interpreting, translating, and manipulating the field of kinematics through formal presentations; possibility of research integration through real and practical examples and games as well, in the field of physics; analysis of game engines from various aspects such as modularity, performance, and usability; virtual reality (VR) and interaction mechanisms used for three-dimensional (3D) game development; analysis, development, design, implementation, and evaluation of the simulation model in the field of engineering and metallurgy, according to ADDIE model; concept of computational thinking, with an accent on its inclusion in compulsory education; overview of the current prominence of AI simulation based in the gaming leisure industry, mainly for research purposes in the context of gambling and forecasting of online casino patron's churn behavior; innovative modeling and simulation approach using newly proposed advanced game-based mathematical framework, unified game-based acquisition framework, and a set of war-gaming engines to address the challenges for acquisition of future space systems; modification of simulation of a complex system and a physics model through programming, achieved with a block-based programming language.
Publisher: BoD – Books on Demand
ISBN: 9535138030
Category : Computers
Languages : en
Pages : 234
Book Description
The book "Simulation and Gaming" discusses the following topics and research areas: game-based methods of problem solution and data processing, analysis, and information mining; educational games and game features, including game characteristics, story, mechanics, and methodology; development of integrated games tasked with helping students in interpreting, translating, and manipulating the field of kinematics through formal presentations; possibility of research integration through real and practical examples and games as well, in the field of physics; analysis of game engines from various aspects such as modularity, performance, and usability; virtual reality (VR) and interaction mechanisms used for three-dimensional (3D) game development; analysis, development, design, implementation, and evaluation of the simulation model in the field of engineering and metallurgy, according to ADDIE model; concept of computational thinking, with an accent on its inclusion in compulsory education; overview of the current prominence of AI simulation based in the gaming leisure industry, mainly for research purposes in the context of gambling and forecasting of online casino patron's churn behavior; innovative modeling and simulation approach using newly proposed advanced game-based mathematical framework, unified game-based acquisition framework, and a set of war-gaming engines to address the challenges for acquisition of future space systems; modification of simulation of a complex system and a physics model through programming, achieved with a block-based programming language.