Author: Zhigeng Pan
Publisher: Springer Nature
ISBN: 366261510X
Category : Computers
Languages : en
Pages : 294
Book Description
This journal subline serves as a forum for stimulating and disseminating innovative research ideas, theories, emerging technologies, empirical investigations, state-of-the-art methods, and tools in all different genres of edutainment, such as game-based learning and serious games, interactive storytelling, virtual learning environments, VR-based education, and related fields. It covers aspects from educational and game theories, human-computer interaction, computer graphics, artificial intelligence, and systems design. The 27 papers presented in this issue were organized in topical sections named: e-learning and on-line apps; image and graphics; VR/AR; CV and AI; and animation and miscellaneous.
Transactions on Edutainment XVI
Author: Zhigeng Pan
Publisher: Springer Nature
ISBN: 366261510X
Category : Computers
Languages : en
Pages : 294
Book Description
This journal subline serves as a forum for stimulating and disseminating innovative research ideas, theories, emerging technologies, empirical investigations, state-of-the-art methods, and tools in all different genres of edutainment, such as game-based learning and serious games, interactive storytelling, virtual learning environments, VR-based education, and related fields. It covers aspects from educational and game theories, human-computer interaction, computer graphics, artificial intelligence, and systems design. The 27 papers presented in this issue were organized in topical sections named: e-learning and on-line apps; image and graphics; VR/AR; CV and AI; and animation and miscellaneous.
Publisher: Springer Nature
ISBN: 366261510X
Category : Computers
Languages : en
Pages : 294
Book Description
This journal subline serves as a forum for stimulating and disseminating innovative research ideas, theories, emerging technologies, empirical investigations, state-of-the-art methods, and tools in all different genres of edutainment, such as game-based learning and serious games, interactive storytelling, virtual learning environments, VR-based education, and related fields. It covers aspects from educational and game theories, human-computer interaction, computer graphics, artificial intelligence, and systems design. The 27 papers presented in this issue were organized in topical sections named: e-learning and on-line apps; image and graphics; VR/AR; CV and AI; and animation and miscellaneous.
Transactions on Edutainment XII
Author: Zhigeng Pan
Publisher: Springer
ISBN: 3662505444
Category : Education
Languages : en
Pages : 220
Book Description
This journal subline serves as a forum for stimulating and disseminating innovative research ideas, theories, emerging technologies, empirical investigations, state-of-the-art methods, and tools in all different genres of edutainment, such as game-based learning and serious games, interactive storytelling, virtual learning environments, VR-based education, and related fields. It covers aspects from educational and game theories, human-computer interaction, computer graphics, artificial intelligence, and systems design. The 17 papers presented in the 12th issue were organized in four parts dealing with: games; human-computer interaction; image and graphics; and applications.
Publisher: Springer
ISBN: 3662505444
Category : Education
Languages : en
Pages : 220
Book Description
This journal subline serves as a forum for stimulating and disseminating innovative research ideas, theories, emerging technologies, empirical investigations, state-of-the-art methods, and tools in all different genres of edutainment, such as game-based learning and serious games, interactive storytelling, virtual learning environments, VR-based education, and related fields. It covers aspects from educational and game theories, human-computer interaction, computer graphics, artificial intelligence, and systems design. The 17 papers presented in the 12th issue were organized in four parts dealing with: games; human-computer interaction; image and graphics; and applications.
Transactions on Edutainment XIII
Author: Zhigeng Pan
Publisher: Springer
ISBN: 3662543958
Category : Computers
Languages : en
Pages : 310
Book Description
This journal subline serves as a forum for stimulating and disseminating innovative research ideas, theories, emerging technologies, empirical investigations, state-of-the-art methods, and tools in all different genres of edutainment, such as game-based learning and serious games, interactive storytelling, virtual learning environments, VR-based education, and related fields. It covers aspects from educational and game theories, human-computer interaction, computer graphics, artificial intelligence, and systems design. The 25 papers presented in the 13th issue were organized in topical sections named: learning games and visualization; virtual reality and applications; 3D graphics technology, multimedia computing, and others.
Publisher: Springer
ISBN: 3662543958
Category : Computers
Languages : en
Pages : 310
Book Description
This journal subline serves as a forum for stimulating and disseminating innovative research ideas, theories, emerging technologies, empirical investigations, state-of-the-art methods, and tools in all different genres of edutainment, such as game-based learning and serious games, interactive storytelling, virtual learning environments, VR-based education, and related fields. It covers aspects from educational and game theories, human-computer interaction, computer graphics, artificial intelligence, and systems design. The 25 papers presented in the 13th issue were organized in topical sections named: learning games and visualization; virtual reality and applications; 3D graphics technology, multimedia computing, and others.
Integrating Technology in Problem-Solving Educational Practices
Author: Zhang, Jingru
Publisher: IGI Global
ISBN:
Category : Education
Languages : en
Pages : 556
Book Description
The influence of technology on education continues to grow, fundamentally changing how students develop problem-solving skills in the digital age. Emerging technologies provide new ways to enhance critical thinking, creativity, and real-world problem-solving abilities. By creating dynamic, interactive learning environments, educators can equip students with the tools they need to face the complexities of the modern world, making technology a vital component of effective teaching and learning strategies. Integrating Technology in Problem-Solving Educational Practices offers educators, instructional designers, researchers, and scholars the skills and resources to integrate technology into their instruction to improve problem-solving abilities. Through a blend of theoretical frameworks and real-world examples, it provides practical insights on creating engaging educational experiences that prepare students for success. It is also a valuable resource for students studying education, technology, or related fields who are interested in exploring how technology and learning intersect.
Publisher: IGI Global
ISBN:
Category : Education
Languages : en
Pages : 556
Book Description
The influence of technology on education continues to grow, fundamentally changing how students develop problem-solving skills in the digital age. Emerging technologies provide new ways to enhance critical thinking, creativity, and real-world problem-solving abilities. By creating dynamic, interactive learning environments, educators can equip students with the tools they need to face the complexities of the modern world, making technology a vital component of effective teaching and learning strategies. Integrating Technology in Problem-Solving Educational Practices offers educators, instructional designers, researchers, and scholars the skills and resources to integrate technology into their instruction to improve problem-solving abilities. Through a blend of theoretical frameworks and real-world examples, it provides practical insights on creating engaging educational experiences that prepare students for success. It is also a valuable resource for students studying education, technology, or related fields who are interested in exploring how technology and learning intersect.
The Sage Handbook of Online Higher Education
Author: Safary Wa-Mbaleka
Publisher: SAGE Publications Limited
ISBN: 1529673003
Category : Education
Languages : en
Pages : 933
Book Description
The SAGE Handbook of Online Higher Education presents a cutting-edge collection of 50 essays that explores the rapidly evolving landscape of online teaching and learning in higher education. Assembled and contributed by a team of leading experts, the Handbook adopts a uniquely holistic approach to examining the needs of online education. Chapters bring together voices from diverse and international backgrounds to provide insights applicable to a broad range of contexts, and present practical strategies for planning, delivering quality online higher education. The handbook covers a wide range of topics, including online pedagogy, instructional design, student engagement, technological innovation, assessment, leadership, and the developing role of online education in the context of broader societal and cultural shifts. The SAGE Handbook of Online Higher Education is an essential resource for educators, researchers, policymakers, and practitioners who seek to understand and shape the future of higher education in the digital age. Section 1: Fundamentals of Online Education Section 2: Online Education Around the World Section 3: Online Instructional Design Section 4: Online Instructional Delivery Section 5: Instructional Technology for Online Education Section 6: Online Education Administration and Management Section 7: Student Support Services
Publisher: SAGE Publications Limited
ISBN: 1529673003
Category : Education
Languages : en
Pages : 933
Book Description
The SAGE Handbook of Online Higher Education presents a cutting-edge collection of 50 essays that explores the rapidly evolving landscape of online teaching and learning in higher education. Assembled and contributed by a team of leading experts, the Handbook adopts a uniquely holistic approach to examining the needs of online education. Chapters bring together voices from diverse and international backgrounds to provide insights applicable to a broad range of contexts, and present practical strategies for planning, delivering quality online higher education. The handbook covers a wide range of topics, including online pedagogy, instructional design, student engagement, technological innovation, assessment, leadership, and the developing role of online education in the context of broader societal and cultural shifts. The SAGE Handbook of Online Higher Education is an essential resource for educators, researchers, policymakers, and practitioners who seek to understand and shape the future of higher education in the digital age. Section 1: Fundamentals of Online Education Section 2: Online Education Around the World Section 3: Online Instructional Design Section 4: Online Instructional Delivery Section 5: Instructional Technology for Online Education Section 6: Online Education Administration and Management Section 7: Student Support Services
Application of Multimodal Imaging Combined with Artificial Intelligence in Eye Diseases
Author: Xin Huang
Publisher: Frontiers Media SA
ISBN: 2832536107
Category : Science
Languages : en
Pages : 202
Book Description
Publisher: Frontiers Media SA
ISBN: 2832536107
Category : Science
Languages : en
Pages : 202
Book Description
Educational Games for Soft-Skills Training in Digital Environments
Author: Elena Dell'Aquila
Publisher: Springer
ISBN: 3319063111
Category : Education
Languages : en
Pages : 178
Book Description
The book explores advances in soft-skill training through the adaptation of traditional psycho-pedagogical methodology to digital and online settings. Several educational techniques are explored, such as role-playing, psychodrama and rule and drama-based games. The experiences reported in the book are the synthesis of several European projects, coordinated by the authors, aimed at applying known psycho-pedagogical training models to on-line, technology enhanced learning contexts in a broad range of applications and target groups. The specificity of such a psycho-pedagogical methodology, applied throughout all the discussed EU projects, is mainly represented by the importance of feedback and debriefing processes that can be conveyed to learners through different means, such as online group or individual chat with tutors, automatic reports and a psychologically informed scoring system. Tutors, either real or artificial, are seen as the key factor facilitating the training process. The ultimate objective of this book is to offer a theoretical framework where real examples, direct experiences and possible indications on how rule and drama-based multiplayer and single player games can support traditional practice for enhancing soft skills to a wide community of trainers, coaches, HR advisors, consultants and psychologists.
Publisher: Springer
ISBN: 3319063111
Category : Education
Languages : en
Pages : 178
Book Description
The book explores advances in soft-skill training through the adaptation of traditional psycho-pedagogical methodology to digital and online settings. Several educational techniques are explored, such as role-playing, psychodrama and rule and drama-based games. The experiences reported in the book are the synthesis of several European projects, coordinated by the authors, aimed at applying known psycho-pedagogical training models to on-line, technology enhanced learning contexts in a broad range of applications and target groups. The specificity of such a psycho-pedagogical methodology, applied throughout all the discussed EU projects, is mainly represented by the importance of feedback and debriefing processes that can be conveyed to learners through different means, such as online group or individual chat with tutors, automatic reports and a psychologically informed scoring system. Tutors, either real or artificial, are seen as the key factor facilitating the training process. The ultimate objective of this book is to offer a theoretical framework where real examples, direct experiences and possible indications on how rule and drama-based multiplayer and single player games can support traditional practice for enhancing soft skills to a wide community of trainers, coaches, HR advisors, consultants and psychologists.
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.
Serious Games
Author: David R. Michael
Publisher: Course Technology
ISBN:
Category : Computers
Languages : en
Pages : 324
Book Description
Learn how to take the skills and knowledge you use to make games for entertainment to make serious games: games for education, training, healing, and more. "Serious Games: Games That Educate, Train, and Inform" teaches game developers how to tap into the rapidly expanding market of serious games. Explore the numerous possibilities that serious games represent such as the ability to teach military training in a non-lethal environment and the ability to convey a particular political viewpoint through a game's storyline. You'll get a detailed overview of all of the major markets for serious games, including the military, educators, government agencies, corporations, hospitals, non-profit organizations, religious groups, and activist groups. Discover the goals of each market, the types of games on which they focus, and market-specific issues you need to consider. Case studies of how professionals in these various markets utilize games provide ideas and inspiration as well as credibility for serious games. "Serious Games" shows you how to apply your game development skills to a new and growing area and also teaches you techniques to make even entertainment-based games richer and more meaningful.
Publisher: Course Technology
ISBN:
Category : Computers
Languages : en
Pages : 324
Book Description
Learn how to take the skills and knowledge you use to make games for entertainment to make serious games: games for education, training, healing, and more. "Serious Games: Games That Educate, Train, and Inform" teaches game developers how to tap into the rapidly expanding market of serious games. Explore the numerous possibilities that serious games represent such as the ability to teach military training in a non-lethal environment and the ability to convey a particular political viewpoint through a game's storyline. You'll get a detailed overview of all of the major markets for serious games, including the military, educators, government agencies, corporations, hospitals, non-profit organizations, religious groups, and activist groups. Discover the goals of each market, the types of games on which they focus, and market-specific issues you need to consider. Case studies of how professionals in these various markets utilize games provide ideas and inspiration as well as credibility for serious games. "Serious Games" shows you how to apply your game development skills to a new and growing area and also teaches you techniques to make even entertainment-based games richer and more meaningful.
ICT, Pedagogy, and the Curriculum
Author: Avril Loveless
Publisher: Psychology Press
ISBN: 0415234298
Category : Computers
Languages : en
Pages : 266
Book Description
This book explores the impact that new Information and Communication Technologies are having on teaching and the way children learn, addressing key issues in the UK and internationally.
Publisher: Psychology Press
ISBN: 0415234298
Category : Computers
Languages : en
Pages : 266
Book Description
This book explores the impact that new Information and Communication Technologies are having on teaching and the way children learn, addressing key issues in the UK and internationally.