Entertainment For Education Digital Techniques And Systems

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Entertainment for Education. Digital Techniques and Systems

Author : Xiaopeng Zhang,Shaochun Zhong,Zhigeng Pan,Ruwei Yun
Publisher : Springer Science & Business Media
Page : 651 pages
File Size : 54,9 Mb
Release : 2010-07-30
Category : Computers
ISBN : 9783642145322

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Entertainment for Education. Digital Techniques and Systems by Xiaopeng Zhang,Shaochun Zhong,Zhigeng Pan,Ruwei Yun Pdf

This book constitutes the refereed proceedings of the 5th International Conference on E-learning and Games, Edutainment 2010, held in Changchun, China, in August 2010. The 60 revised full papers presented were carefully reviewed and selected from 222 submissions. The papers are organized in topical sections on E-learning tools and platforms; E-learning system for education; E-learning environments and applications: game techniques for edutainment; multimedia techniques for edutainment; and computer animation and graphics for edutainment.

Entertainment for Education. Digital Techniques and Systems

Author : Xiaopeng Zhang,Shaochun Zhong,Zhigeng Pan,Kevin Wong,Ruwei Yun
Publisher : Unknown
Page : 635 pages
File Size : 51,9 Mb
Release : 2010
Category : Computer science
ISBN : LCCN:2010931021

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Entertainment for Education. Digital Techniques and Systems by Xiaopeng Zhang,Shaochun Zhong,Zhigeng Pan,Kevin Wong,Ruwei Yun Pdf

With the technical advancement of digital media and the medium of communication in recent years, there is a widespread interest in digital entertainment. An emerging te- nical research area edutainment, or educational entertainment, has been accepted as education using digital entertainment. Edutainment has been recognized as an eff- tive way of learning using modern digital media tools, like computers, games, mobile phones, televisions, or other virtual reality applications, which emphasizes the use of entertainment with application to the education domain. The Edutainment conference series was established in 2006 and subsequently - ganized as a special event for researchers working in this new interest area of e-learning and digital entertainment. The main purpose of Edutainment conferences is to facilitate the discussion, presentation, and information exchange of the scientific and technological development in the new community. The Edutainment conference series becomes a valuable opportunity for researchers, engineers, and graduate s- dents to communicate at these international annual events. The conference series - cludes plenary invited talks, workshops, tutorials, paper presentation tracks, and panel discussions. The Edutainment conference series was initiated in Hangzhou, China in 2006. Following the success of the first event, the second (Edutainment 2007 in Hong Kong, China), third (Edutainment 2008 in Nanjing, China), and fourth editions (Edutainment 2009 in Banff, Canada) were organized. Edutainment 2010 was held during August 16–18, 2010 in Changchun, China. Two workshops were jointly org- ized together with Edutainment 2010.

Technologies for E-Learning and Digital Entertainment

Author : Zhigeng Pan
Publisher : Springer Science & Business Media
Page : 808 pages
File Size : 43,5 Mb
Release : 2008-07-07
Category : Business & Economics
ISBN : 9783540697343

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Technologies for E-Learning and Digital Entertainment by Zhigeng Pan Pdf

This book constitutes the refereed proceedings of the Third International Conference on E-learning and Games, Edutainment 2008, held in Nanjing, China, in June 2008. The 83 revised full papers presented together with the abstract of 5 keynote speeches were carefully reviewed and selected from a total of 219 submissions. The papers are organized in topical sections on e-learning platforms and tools, e-learning system for education, application of e-learning systems, e-learning resource management, interaction in game and education, integration of game and education, game design and development, virtual characters, animation and navigation, graphics rendering and digital media, as well as geometric modeling in games and virtual reality.

Transactions on Edutainment IV

Author : Xiaopeng Zhang
Publisher : Springer
Page : 277 pages
File Size : 55,9 Mb
Release : 2010-08-28
Category : Education
ISBN : 9783642144844

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Transactions on Edutainment IV by Xiaopeng Zhang Pdf

E-learning and digital entertainment techniques, tools and systems are becoming popular and can be found in many real-world educational applications in many co- tries. The driving force behind these technologies is the rapidly growing requirements of edutainment, especially from the perspective of the users. This has led to the increasing interest of researchers in this area. The articles in this issue give a rich overview of how edutainment technologies can be creatively used for training and education purposes. The first 12 articles of this issue represent a selection of outstanding contributions from Edutainment 2010, the 5th International Conference on E-learning and Games, held in Changchun, China, in August 2010. The main purpose of this event is to faci- tate the discussion, presentation, and information exchange on the scientific and te- nological developments in the emerging field of digital entertainment techniques and systems for education. These 12 papers concentrated on three aspects: e-learning s- tem and applications, game techniques for learning, and virtual reality techniques for entertainment. They are closely related to the topics of this journal.

Technologies for E-Learning and Digital Entertainment

Author : Kin-chuen Hui,Zhigeng Pan,Ronald Chi-kit Chung,Charlie C.L. Wang,Xiaogang Jin,Stefan Göbel,Eric C.-L. Li
Publisher : Springer
Page : 974 pages
File Size : 54,7 Mb
Release : 2007-06-05
Category : Computers
ISBN : 3540730109

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Technologies for E-Learning and Digital Entertainment by Kin-chuen Hui,Zhigeng Pan,Ronald Chi-kit Chung,Charlie C.L. Wang,Xiaogang Jin,Stefan Göbel,Eric C.-L. Li Pdf

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.

Learning by Playing. Game-based Education System Design and Development

Author : Maiga Chang,Rita Kuo,Kinshuk,Gwo-Dong Chen,Michitaka Hirose
Publisher : Springer
Page : 579 pages
File Size : 52,7 Mb
Release : 2009-07-31
Category : Education
ISBN : 9783642033643

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Learning by Playing. Game-based Education System Design and Development by Maiga Chang,Rita Kuo,Kinshuk,Gwo-Dong Chen,Michitaka Hirose Pdf

With the widespread interest in digital entertainment and the advances in the technologies of computer graphics, multimedia and virtual reality technologies, the new area of “Edutainment” has been accepted as a union of education and computer entertainment. Edutainment is recognized as an effective way of learning through a medium, such as a computer, software, games or AR/VR applications, that both educates and entertains. The Edutainment conference series was established and followed as a special event for the new interests in e-learning and digital entertainment. The main purpose of Edutainment conferences is the discussion, presentation, and information exchange of scientific and technological developments in the new community. The Edutainment conference series is a very interesting opportunity for researchers, engineers, and graduate students who wish to communicate at these international annual events. The conference series includes plenary invited talks, workshops, tutorials, paper presen- tion tracks, and panel discussions. The Edutainment conference series was initiated in Hangzhou, China in 2006. Following the success of the first (Edutainment 2006 in Hangzhou, China), the second (Edutainment 2007 in Hong Kong, China), and the third events (Edutainment 2008 in Nanjing, China), Edutainment 2009 was held August 9–11, 2009 in Banff, Canada. This year, we received 116 submissions from 25 different countries and regions - cluding Austria, Canada, China, Denmark, Finland, France, Germany, Greece, Hong Kong, Italy, Japan, Korea, Malaysia, Mexico, The Netherlands, Norway, Portugal, Singapore, Spain, Sweden, Switzerland, Taiwan, Trinidad and Tobago, UK, and USA.

Revolutionizing Education with Digital Ink

Author : Tracy Hammond,Stephanie Valentine,Aaron Adler
Publisher : Springer
Page : 385 pages
File Size : 42,7 Mb
Release : 2016-05-19
Category : Education
ISBN : 9783319311937

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Revolutionizing Education with Digital Ink by Tracy Hammond,Stephanie Valentine,Aaron Adler Pdf

Derived from contributions to the Workshop on Pen and Touch Technology on Education (WIPTTE) in 2015, this edited volume highlights recent developments for pen and tablet research within the education system with a particular focus on hardware and software developments, comprising the perspectives of teachers, school and university administrators, and researchers for educators at every level. Split into six distinct parts, the book explores topics like how classrooms are increasingly using sketch-based videos, created by teachers and students alike, and how the teaching of key skills such as literacy, languages, math, and art via pen and touch technologies within the classroom are leading to improvements in engagement, learning, and retention levels amongst students. Future perspectives of digital learning, as envisioned by current high school students, are also explored. Revolutionizing Education with Digital Ink is a must-read for those seeking to understand the direction of current and future pen and touch research, its current use in classrooms, and future research directions.

Multi-Agent Systems for Education and Interactive Entertainment: Design, Use and Experience

Author : Beer, Martin,Fasli, Maria,Richards, Debbie
Publisher : IGI Global
Page : 330 pages
File Size : 54,5 Mb
Release : 2010-11-30
Category : Education
ISBN : 9781609600822

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Multi-Agent Systems for Education and Interactive Entertainment: Design, Use and Experience by Beer, Martin,Fasli, Maria,Richards, Debbie Pdf

"This book presents readers with a rich collection of ideas from researchers who are exploring the complex tradeoffs that must be made in designing agent systems for education and interactive entertainment"--Provided by publisher.

Building Resiliency in Higher Education: Globalization, Digital Skills, and Student Wellness

Author : Kayyali, Mustafa
Publisher : IGI Global
Page : 551 pages
File Size : 53,5 Mb
Release : 2024-04-22
Category : Education
ISBN : 9798369354858

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Building Resiliency in Higher Education: Globalization, Digital Skills, and Student Wellness by Kayyali, Mustafa Pdf

In the dynamic landscape of higher education, institutions face a myriad of challenges that threaten to inhibit their ability to nurture the leaders of tomorrow effectively. Academia is navigating new challenges, including the pressures of globalization, the complexities of digital transformation and the imperative of fostering diversity and inclusion. The need for innovative solutions and strategic approaches to these challenges has never been more pressing. Building Resiliency in Higher Education: Globalization, Digital Skills, and Student Wellness offers a comprehensive exploration of these critical issues, providing educators, administrators, policymakers, and researchers with a roadmap for navigating the complexities of the modern educational landscape. The book equips readers with the knowledge and insights needed to address these challenges head-on by delving into topics such as internationalization, innovation, and sustainability. This valuable resource aids understanding and responsiveness to the trends shaping higher education today through in-depth analysis and an interdisciplinary approach.

Learning by Playing. Game-based Education System Design and Development

Author : Maiga Chang,Rita Kuo,Kinshuk,Gwo-Dong Chen,Michitaka Hirose
Publisher : Springer
Page : 579 pages
File Size : 48,9 Mb
Release : 2009-08-29
Category : Education
ISBN : 3642033652

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Learning by Playing. Game-based Education System Design and Development by Maiga Chang,Rita Kuo,Kinshuk,Gwo-Dong Chen,Michitaka Hirose Pdf

With the widespread interest in digital entertainment and the advances in the technologies of computer graphics, multimedia and virtual reality technologies, the new area of “Edutainment” has been accepted as a union of education and computer entertainment. Edutainment is recognized as an effective way of learning through a medium, such as a computer, software, games or AR/VR applications, that both educates and entertains. The Edutainment conference series was established and followed as a special event for the new interests in e-learning and digital entertainment. The main purpose of Edutainment conferences is the discussion, presentation, and information exchange of scientific and technological developments in the new community. The Edutainment conference series is a very interesting opportunity for researchers, engineers, and graduate students who wish to communicate at these international annual events. The conference series includes plenary invited talks, workshops, tutorials, paper presen- tion tracks, and panel discussions. The Edutainment conference series was initiated in Hangzhou, China in 2006. Following the success of the first (Edutainment 2006 in Hangzhou, China), the second (Edutainment 2007 in Hong Kong, China), and the third events (Edutainment 2008 in Nanjing, China), Edutainment 2009 was held August 9–11, 2009 in Banff, Canada. This year, we received 116 submissions from 25 different countries and regions - cluding Austria, Canada, China, Denmark, Finland, France, Germany, Greece, Hong Kong, Italy, Japan, Korea, Malaysia, Mexico, The Netherlands, Norway, Portugal, Singapore, Spain, Sweden, Switzerland, Taiwan, Trinidad and Tobago, UK, and USA.

Cases on Digital Technologies in Higher Education: Issues and Challenges

Author : Luppicini, Rocci,Haghi, A.K.
Publisher : IGI Global
Page : 380 pages
File Size : 50,5 Mb
Release : 2010-05-31
Category : Education
ISBN : 9781615208708

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Cases on Digital Technologies in Higher Education: Issues and Challenges by Luppicini, Rocci,Haghi, A.K. Pdf

"This book focuses on the institutionalization of technology into education, specifically, discussing the integration of technology (and new techniques) into various areas of higher education"--Provided by publisher.

Teaching in a Digital Age

Author : A. W Bates
Publisher : Unknown
Page : 128 pages
File Size : 41,6 Mb
Release : 2015
Category : Electronic
ISBN : 0995269238

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Teaching in a Digital Age by A. W Bates Pdf

Digital Technologies in Teaching and Learning Strategies

Author : Alexandr Lyapin,Olga Kalinina
Publisher : Springer Nature
Page : 288 pages
File Size : 40,8 Mb
Release : 2022-05-03
Category : Business & Economics
ISBN : 9783031051753

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Digital Technologies in Teaching and Learning Strategies by Alexandr Lyapin,Olga Kalinina Pdf

This book demonstrates the benefits and drawbacks of using digital technology in preparing online lessons and educational activities. The experience of the last year has shown that online education is becoming a priority. This gave impetus to the creation and development of a new generation of equipment for online education. The book presents latest innovative technologies and modern digital trends in the field of information and communication technology for online education, including personalized learning, neuro-information systems, mobile learning, development of software and hardware infrastructure, and the use of robotics technologies. Key technologies for managing risk and cybersecurity, such as cloud and data security, identity and trust convolution systems, computational intelligence and cryptography techniques, malware and attack analysis, are presented. The topic of cybersecurity is one of the most important issues in the modern digital world. The results of the research on recently developed software, decision support systems, and cloud technologies make a huge contribution to the development of information technology in the context of digitalization. This book is of interest for developers of applications and programs for online education, for software and hardware suppliers who want to keep up with the times and reorient existing IT systems for use in online education.

Digital Resources for Learning

Author : Daniel Churchill
Publisher : Springer
Page : 264 pages
File Size : 48,6 Mb
Release : 2017-02-08
Category : Education
ISBN : 9789811037764

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Digital Resources for Learning by Daniel Churchill Pdf

This book addresses the theory and practice of using digital resources for contemporary learning, and how such resources can be designed, developed, and employed in a variety of learning activities and with various devices. Drawing on insights into learning theory, educational research and the practical design of digital resources for learning that the author has gained over the past 20 years, the book provides the first classification guide to digital resources for learning and links various types of digital resources for learning to both contemporary curriculum design and learning design models.

The Collection's at the Core

Author : Marcia A. Mardis
Publisher : Bloomsbury Publishing USA
Page : 175 pages
File Size : 51,8 Mb
Release : 2014-12-04
Category : Language Arts & Disciplines
ISBN : 9798216062820

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The Collection's at the Core by Marcia A. Mardis Pdf

Common Core standards, OER, STEM, and collection development—where to begin? This book investigates these critical topics together to give you the power to transform your collection and practice and put your school library at the center of STEM. Curricula that focus on Science, Technology, Engineering, and Mathematics (STEM) areas of study aren't just important for furthering competency and careers in these fields; STEM helps ensure that future generations include inventive and critical thinkers. Digital resources offer a current, exciting direction to involve school librarians with their STEM teachers. With its specific focus on open digital multimedia learning resources, this book will enable school librarians to take advantage of this opportunity and evaluate, build, and maintain their STEM collections. The book comprises three sections: an overview of policy initiatives; a thorough exploration of STEM education policy, digital materials, and collection considerations; and detailed explanations of strategies for collection development and promotion. You'll learn how to perform a collection analysis to determine the age and extent of your STEM collections and make priorities for enriching them with appropriate digital multimedia resources as well as how to classify resources using Dewey and Sears and with regard to the Common Core State Standards and the Next Generation Science Standards.