Ecgbl2011 Proceedings Of The 5th European Conference On Games Based Learning

Ecgbl2011 Proceedings Of The 5th European Conference On Games Based Learning Book in PDF, ePub and Kindle version is available to download in english. Read online anytime anywhere directly from your device. Click on the download button below to get a free pdf file of Ecgbl2011 Proceedings Of The 5th European Conference On Games Based Learning book. This book definitely worth reading, it is an incredibly well-written.

Ubiquitous Learning Environments and Technologies

Author : Kinshuk,Ronghuai Huang
Publisher : Springer
Page : 258 pages
File Size : 49,8 Mb
Release : 2014-09-10
Category : Education
ISBN : 9783662446591

Get Book

Ubiquitous Learning Environments and Technologies by Kinshuk,Ronghuai Huang Pdf

This book focuses on the design and architecture of ubiquitous learning environments, associated technologies, various learning scenarios supported by these environments, and different contexts that arise in environments where the seamless immersion of formal and informal activities and interactions has the potential to contribute to the learning process. With particular focus on adaptivity for individual learners, the book explores the diminishing boundaries of formal and informal learning, and the potential of location-aware context-sensitive approaches that are emerging as successors to the Web 2.0 paradigm.

ECGBL2015-9th European Conference on Games Based Learning

Author : Robin Munkvold and Line Kolås
Publisher : Academic Conferences and publishing limited
Page : 826 pages
File Size : 55,8 Mb
Release : 2015-09-18
Category : Computers
ISBN : 9781910810583

Get Book

ECGBL2015-9th European Conference on Games Based Learning by Robin Munkvold and Line Kolås Pdf

Encyclopedia of Information Science and Technology, Third Edition

Author : Khosrow-Pour, Mehdi
Publisher : IGI Global
Page : 10384 pages
File Size : 54,7 Mb
Release : 2014-07-31
Category : Computers
ISBN : 9781466658899

Get Book

Encyclopedia of Information Science and Technology, Third Edition by Khosrow-Pour, Mehdi Pdf

"This 10-volume compilation of authoritative, research-based articles contributed by thousands of researchers and experts from all over the world emphasized modern issues and the presentation of potential opportunities, prospective solutions, and future directions in the field of information science and technology"--Provided by publisher.

Game Research Methods: An Overview

Author : Patri Lankoski,Staffan Björk,et al.
Publisher : Lulu.com
Page : 374 pages
File Size : 46,7 Mb
Release : 2015
Category : Education
ISBN : 9781312884731

Get Book

Game Research Methods: An Overview by Patri Lankoski,Staffan Björk,et al. Pdf

"Games are increasingly becoming the focus for research due to their cultural and economic impact on modern society. However, there are many different types of approaches and methods than can be applied to understanding games or those that play games. This book provides an introduction to various game research methods that are useful to students in all levels of higher education covering both quantitative, qualitative and mixed methods. In addition, approaches using game development for research is described. Each method is described in its own chapter by a researcher with practical experience of applying the method to topic of games. Through this, the book provides an overview of research methods that enable us to better our understanding on games."--Provided by publisher.

Proceedings of The 15th MAC 2019

Author : Group of Authors
Publisher : MAC Prague consulting
Page : 108 pages
File Size : 41,6 Mb
Release : 2019-10-11
Category : Business & Economics
ISBN : 9788088085263

Get Book

Proceedings of The 15th MAC 2019 by Group of Authors Pdf

The 15th Multidisciplinary Academic Conference in Prague 2019, Czech Republic (The 15th MAC in Prague 2019)

Serious Games and Virtual Worlds in Education, Professional Development, and Healthcare

Author : Klaus Bredl,Wolfgang Bösche
Publisher : IGI Global
Page : 382 pages
File Size : 55,7 Mb
Release : 2013-03-31
Category : Computers
ISBN : 9781466636743

Get Book

Serious Games and Virtual Worlds in Education, Professional Development, and Healthcare by Klaus Bredl,Wolfgang Bösche Pdf

"This book explains how digital environments can easily become familiar and beneficial for educational and professional development, with the implementation of games into various aspects of our environment"--Provided by publisher.

Proceedings of the 5th European Conference on Games Based Learning

Author : European Conference on Games Based Learning ( 2011, National and Kapodistrian University of Athens)
Publisher : Unknown
Page : 804 pages
File Size : 52,6 Mb
Release : 2011
Category : Educational games / Congresses
ISBN : OCLC:815948023

Get Book

Proceedings of the 5th European Conference on Games Based Learning by European Conference on Games Based Learning ( 2011, National and Kapodistrian University of Athens) Pdf

Technologies and Innovation

Author : Rafael Valencia-García,Katty Lagos-Ortiz,Gema Alcaraz-Mármol,Javier del Cioppo,Nestor Vera-Lucio
Publisher : Springer
Page : 281 pages
File Size : 46,9 Mb
Release : 2016-11-07
Category : Computers
ISBN : 9783319480244

Get Book

Technologies and Innovation by Rafael Valencia-García,Katty Lagos-Ortiz,Gema Alcaraz-Mármol,Javier del Cioppo,Nestor Vera-Lucio Pdf

This book constitutes the refereed proceedings of the Second International Conference on Technologies and Innovation, CITI 2016, held in Guayaquil, Ecuador, in November 2016. The 21 revised full papers presented were carefully reviewed and selected from 65 submissions. The papers are organized in topical sections on knowledge representation and natural language processing; Cloud and mobile computing; software engineering; expert systems and soft computing.

Handbook of Research on Instructional Systems and Educational Technology

Author : Kidd, Terry,Morris, Jr., Lonnie R.
Publisher : IGI Global
Page : 493 pages
File Size : 45,5 Mb
Release : 2017-04-20
Category : Education
ISBN : 9781522524007

Get Book

Handbook of Research on Instructional Systems and Educational Technology by Kidd, Terry,Morris, Jr., Lonnie R. Pdf

Incorporating new methods and approaches in learning environments is imperative to the development of education systems. By enhancing learning processes, education becomes more attainable at all levels. The Handbook of Research on Instructional Systems and Educational Technology is an essential reference source for the latest scholarly research on new models, trends, and data for solving instructional and learning challenges in education. Featuring extensive coverage on a wide range of topics such as distance education, online learning, and blended learning, this publication is ideally designed for academicians, practitioners, researchers, and students seeking current research on the latest improvements in instructional systems.

Encyclopedia of Computer Graphics and Games

Author : Newton Lee
Publisher : Springer Nature
Page : 2150 pages
File Size : 50,5 Mb
Release : 2024-01-19
Category : Computers
ISBN : 9783031231612

Get Book

Encyclopedia of Computer Graphics and Games by Newton Lee Pdf

Encyclopedia of Computer Graphics and Games (ECGG) is a unique reference resource tailored to meet the needs of research and applications for industry professionals and academic communities worldwide. The ECGG covers the history, technologies, and trends of computer graphics and games. Editor Newton Lee, Institute for Education, Research, and Scholarships, Los Angeles, CA, USA Academic Co-Chairs Shlomo Dubnov, Department of Music and Computer Science and Engineering, University of California San Diego, San Diego, CA, USA Patrick C. K. Hung, University of Ontario Institute of Technology, Oshawa, ON, Canada Jaci Lee Lederman, Vincennes University, Vincennes, IN, USA Industry Co-Chairs Shuichi Kurabayashi, Cygames, Inc. & Keio University, Kanagawa, Japan Xiaomao Wu, Gritworld GmbH, Frankfurt am Main, Hessen, Germany Editorial Board Members Leigh Achterbosch, School of Science, Engineering, IT and Physical Sciences, Federation University Australia Mt Helen, Ballarat, VIC, Australia Ramazan S. Aygun, Department of Computer Science, Kennesaw State University, Marietta, GA, USA Barbaros Bostan, BUG Game Lab, Bahçeşehir University (BAU), Istanbul, Turkey Anthony L. Brooks, Aalborg University, Aalborg, Denmark Guven Catak, BUG Game Lab, Bahçeşehir University (BAU), Istanbul, Turkey Alvin Kok Chuen Chan, Cambridge Corporate University, Lucerne, Switzerland Anirban Chowdhury, Department of User Experience and Interaction Design, School of Design (SoD), University of Petroleum and Energy Studies (UPES), Dehradun, Uttarakhand, India Saverio Debernardis, Dipartimento di Meccanica, Matematica e Management, Politecnico di Bari, Bari, Italy Abdennour El Rhalibi, Liverpool John Moores University, Liverpool, UK Stefano Ferretti, Department of Computer Science and Engineering, University of Bologna, Bologna, Italy Han Hu, School of Information and Electronics, Beijing Institute of Technology, Beijing, China Ms. Susan Johnston, Select Services Films Inc., Los Angeles, CA, USA Chris Joslin, Carleton University, Ottawa, Canada Sicilia Ferreira Judice, Department of Computer Science, University of Calgary, Calgary, Canada Hoshang Kolivand, Department Computer Science, Faculty of Engineering and Technology, Liverpool John Moores University, Liverpool, UK Dario Maggiorini, Department of Computer Science, University of Milan, Milan, Italy Tim McGraw, Purdue University, West Lafayette, IN, USA George Papagiannakis, ORamaVR S.A., Heraklion, Greece; FORTH-ICS, Heraklion Greece University of Crete, Heraklion, Greece Florian Richoux, Nantes Atlantic Computer Science Laboratory (LINA), Université de Nantes, Nantes, France Andrea Sanna, Dipartimento di Automatica e Informatica, Politecnico di Torino, Turin, Italy Yann Savoye, Institut fur Informatik, Innsbruck University, Innsbruck, Austria Sercan Şengün, Wonsook Kim School of Art, Illinois State University, Normal, IL, USA Ruck Thawonmas, Ritsumeikan University, Shiga, Japan Vinesh Thiruchelvam, Asia Pacific University of Technology & Innovation, Kuala Lumpur, Malaysia Rojin Vishkaie, Amazon, Seattle, WA, USA Duncan A. H. Williams, Digital Creativity Labs, Department of Computer Science, University of York, York, UK Sai-Keung Wong, National Chiao Tung University, Hsinchu, Taiwan Editorial Board Intern Sam Romershausen, Vincennes University, Vincennes, IN, USA

Gamification in Education: Breakthroughs in Research and Practice

Author : Management Association, Information Resources
Publisher : IGI Global
Page : 677 pages
File Size : 47,8 Mb
Release : 2018-01-05
Category : Education
ISBN : 9781522551997

Get Book

Gamification in Education: Breakthroughs in Research and Practice by Management Association, Information Resources Pdf

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.

New Traditional Games for Learning

Author : Alex Moseley,Nicola Whitton
Publisher : Routledge
Page : 228 pages
File Size : 52,7 Mb
Release : 2013-09-05
Category : Education
ISBN : 9781135072384

Get Book

New Traditional Games for Learning by Alex Moseley,Nicola Whitton Pdf

A growing interest in the use of games-based approaches for learning has been tempered in many sectors by budget or time constraints associated with the design and development of detailed digital simulations and other high-end approaches. However, a number of practitioners and small creative groups have used low-cost, traditional approaches to games in learning effectively – involving simple card, board or indoor/outdoor activity games. New Traditional Games for Learning brings together examples of this approach, which span continents (UK, western and eastern Europe, the US, and Australia), sectors (education, training, and business) and learner styles or ages (primary through to adult and work-based learning or training). Together, the chapters provide a wealth of evidence-based ideas for the teacher, tutor, or trainer interested in using games for learning, but turned off by visible high-end examples. An editors’ introduction pulls the collection together, identifying shared themes and drawing on the editors’ own research in the use of games for learning. The book concludes with a chapter by a professional board game designer, incorporating themes prevalent in the preceding chapters and reflecting on game design, development and marketing in the commercial sector, providing valuable practical advice for those who want to take their own creations further.