Youth Care Knowledge Exchange Through Online Simulation Gaming

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YOUTH CARE KNOWLEDGE EXCHANGE THROUGH ONLINE SIMULATION GAMING

Author : Roelof Petrus Hortulanus
Publisher : Kees JM van Haaster, Amersfoort-NL
Page : 401 pages
File Size : 43,9 Mb
Release : 2014
Category : Electronic
ISBN : 9789090282985

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YOUTH CARE KNOWLEDGE EXCHANGE THROUGH ONLINE SIMULATION GAMING by Roelof Petrus Hortulanus Pdf

Youth care multi-disciplinary networks need flexible, interactive and attractive tools and methods for knowledge exchange in view of timely, effective and durable help in complex parenting problem situations. Social media, virtuality, simulation and gaming gain an increasing significance in the way people share information, learn and organize themselves. This leads to the question whether youth care practice is ready to adopt some online practicalities for network exchange. This design study describes model development and model appreciation of online role-play simulation gaming as a time, pace and place independent way to share expertise, information and knowledge among the actors in youth care practice. The results show that youth care professionals think that simulation gaming is relevant and convenient to unravel difficult issues, to elaborate network strategies, and to jointly reflect on intervention. The research is unique in domains of youth care intervention and in game theory. The singularity of contexts and actors is taken as starting point in a cross-over of game design and behavioral science. Online role-play simulation gaming leads to a better understanding of complexity in youth care situations and to a greater awareness of network capacities and capabilities and helps to establish accountability of choices of intervention.

Frontiers in Gaming Simulation

Author : Sebastiaan A. Meijer,Riitta Smeds
Publisher : Springer
Page : 270 pages
File Size : 45,9 Mb
Release : 2014-01-28
Category : Computers
ISBN : 9783319049540

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Frontiers in Gaming Simulation by Sebastiaan A. Meijer,Riitta Smeds Pdf

This book constitutes the refereed post-conference proceedings of the 44th International Simulation and Gaming Association Conference, ISAGA 2013, and the IFIP WG 5.7 Workshop on Experimental Interactive Learning in Industrial Management, held in Stockholm, Sweden, in June 2013 The 30 revised full papers were carefully reviewed and selected for inclusion in the book. The papers are organized in topical sections on frontiers in gaming simulation for education; frontiers in gaming simulation for design and experimentation; frontiers in gaming simulation for transportation and logistics; and professionalism and business in gaming simulation.

Interactive Media Use and Youth: Learning, Knowledge Exchange and Behavior

Author : Dunkels, Elza,Franberg, Gun-Marie,Hallgren, Camilla
Publisher : IGI Global
Page : 318 pages
File Size : 40,8 Mb
Release : 2011-03-31
Category : Computers
ISBN : 9781609602086

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Interactive Media Use and Youth: Learning, Knowledge Exchange and Behavior by Dunkels, Elza,Franberg, Gun-Marie,Hallgren, Camilla Pdf

"This book provides a comprehensive collection of knowledge on interactive media based on different perspectives on quantitative and descriptive studies, what goes on in the contemporary media landscape, and pedagogical research on formal and non-formal learning strategies"--Provided by publisher.

Youth Work in a Digital Society

Author : Zaremohzzabieh, Zeinab,Ahrari, Seyedali,Krauss, Steven Eric,Abu Samah, Asnarulkhadi,Omar, Siti Zobidah
Publisher : IGI Global
Page : 301 pages
File Size : 48,6 Mb
Release : 2020-03-20
Category : Business & Economics
ISBN : 9781799829577

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Youth Work in a Digital Society by Zaremohzzabieh, Zeinab,Ahrari, Seyedali,Krauss, Steven Eric,Abu Samah, Asnarulkhadi,Omar, Siti Zobidah Pdf

The integration of digital technologies into practice presents opportunities and challenges for the field of youth work. Digitalization procedures transform interactions with users, in addition to their needs. These also transform the organizations where youth workers are involved in professional practice. Adapting digital technological tools is a crucial challenge for the youth work profession. Youth Work in a Digital Society is an essential scholarly publication that explores how to overcome any challenges and issues facing youth development work in the digital age and to what extent modern digital technologies can contribute to empowering youth work practice. Featuring a wide range of topics such as digital inclusion, mobile technologies, and social media, this book is ideal for executives, managers, researchers, professionals, academicians, policymakers, practitioners, and students.

Knowledge Management for Process, Organizational and Marketing Innovation: Tools and Methods

Author : O'Brien, Emma,Clifford, Seamus,Southern, Mark
Publisher : IGI Global
Page : 308 pages
File Size : 40,9 Mb
Release : 2010-09-30
Category : Business & Economics
ISBN : 9781615208302

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Knowledge Management for Process, Organizational and Marketing Innovation: Tools and Methods by O'Brien, Emma,Clifford, Seamus,Southern, Mark Pdf

"This book outlines different tools and technologies that can be applied depending on the type of innovation an organization desires, providing concrete advice on the different types of innovation, situations in which innovation may be useful and the role of knowledge and different tools and technologies to support it"--Provided by publisher.

The Transfer of Knowledge through Art and Visualization

Author : Anna Ursyn
Publisher : Taylor & Francis
Page : 130 pages
File Size : 51,5 Mb
Release : 2023-12-06
Category : Education
ISBN : 9781003853473

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The Transfer of Knowledge through Art and Visualization by Anna Ursyn Pdf

This book offers strategies for the transfer of knowledge through combining information technology and visual arts, and examining how to visually enhance and convey knowledge. Specifically, it presents a fresh look at how technology-based, science-inspired projects can be innovatively delivery through artistic methods. It explores a selection of inventions gained through the collaboration of internationalist professionals in various fields of knowledge, before outlining a new approach in how knowledge can be delivered using the inventions in a novel, visual way through action-based visual storytelling, video, graphical display, and visualization. Crucially, it looks at how current media and techniques used for presenting topics in industries, corporations, commerce and marketing companies could be successfully translated and developed as a presentation skill in the school, college, or university environment. It thus seeks to address the skills that prospective employers expect from students, in terms of possessing the ability to create visual presentations of data, solutions, and products. With a sharp focus on the current generation schools, academies, business and marketing companies, and catering to the modern demand for novelty in presentation, it makes a strong contribution to the conversation around professional collaboration, visual communication, knowledge transfer, novel technologies, and knowledge visualization.

Computer-Supported Collaborative Learning at the Workplace

Author : Sean P. Goggins,Isa Jahnke,Volker Wulf
Publisher : Springer Science & Business Media
Page : 333 pages
File Size : 45,9 Mb
Release : 2013-05-13
Category : Education
ISBN : 9781461417408

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Computer-Supported Collaborative Learning at the Workplace by Sean P. Goggins,Isa Jahnke,Volker Wulf Pdf

This book is an edited volume of case studies exploring the uptake and use of computer supported collaborative learning in work settings. This book fills a significant gap in the literature. A number of existing works provide empirical research on collaborative work practices (Lave & Wenger, 1987; Davenport, 2005), the sharing of information at work (Brown & Duguid, 2000), and the development of communities of practice in workplace settings (Wenger, 1998). Others examine the munificent variation of information and communication technology use in the work place, including studies of informal social networks, formal information distribution and other socio-technical combinations found in work settings (Gibson & Cohen, 2003). Another significant thread of prior work is focused on computer supported collaborative learning, much of it investigating the application of computer support for learning in the context of traditional educational institutions, like public schools, private schools, colleges and tutoring organizations. Exciting new theories of how knowledge is constructed by groups (Stahl, 2006), how teachers contribute to collaborative learning (reference to another book in the series) and the application of socio-technical scripts for learning is explicated in book length works on CSCL. Book length empirical work on CSCW is widespread, and CSCL book length works are beginning to emerge with greater frequency. We distinguish CSCL at Work from prior books written under the aegis of training and development, or human resources more broadly. The book aims to fill a void between existing works in CSCW and CSCL, and will open with a chapter characterizing the emerging application of collaborative learning theories and practices to workplace learning. CSCL and CSCW research each make distinct and important contributions to the construction of collaborative workplace learning.

Of the Odyssey 100 to NewsGames

Author : Geraldo A. Seabra,Luciene A. Santos
Publisher : Geraldo A. Seabra
Page : 155 pages
File Size : 44,5 Mb
Release : 2014-11-01
Category : Games & Activities
ISBN : 9788563475015

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Of the Odyssey 100 to NewsGames by Geraldo A. Seabra,Luciene A. Santos Pdf

This is the first e-book of four volumes of Theories of NewsGames series - games like emulators news. The material was divided on issues of research, narrative, social impact and mechanics. The first volume is based on the research of the dissertation ‘Games Emulators Information’. This edition draws a timeline on the history of consoles, media titles and games from the perspective of game information. The paper also describes the theoretical basis of news based games and brings a draft proposal of a new model of Online Journalism produced, reproduced and consumed from ludo-informative platforms. Throughout this e-book we seek to demystify the world of video games demonized and support the idea that games are the best platforms for learning, information and increase our cognitive capacity.

Design and Implementation of Educational Games: Theoretical and Practical Perspectives

Author : Zemliansky, Pavel,Wilcox, Diane
Publisher : IGI Global
Page : 540 pages
File Size : 48,5 Mb
Release : 2010-04-30
Category : Medical
ISBN : 9781615207824

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Design and Implementation of Educational Games: Theoretical and Practical Perspectives by Zemliansky, Pavel,Wilcox, Diane Pdf

"This book will give readers a solid understanding of issues in educational game design and deployment in the classroom"--Provided by publisher.

Sex, Brains, and Video Games

Author : Jennifer Burek Pierce
Publisher : American Library Association
Page : 245 pages
File Size : 41,6 Mb
Release : 2017-03-09
Category : Language Arts & Disciplines
ISBN : 9780838915509

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Sex, Brains, and Video Games by Jennifer Burek Pierce Pdf

How do we break through and truly reach our young adult patrons? It begins with understanding them. Librarians who work with teens need information and a big-picture perspective on adolescence that reflects the latest knowledge of cognate fields and the contemporary realities of young people's lives. In this greatly revised and updated edition of her popular guide Burek Pierce provides exactly that, selecting and synthesizing emerging information from multiple fields of research to effectively support librarians' work with teens. Far-reaching but pragmatic, this book discusses such important topics as identity and community, sex and sexualities, what experts can tell us about the adolescent brain, and how teens use technology to mediate the world; replaces outdated developmental theories that have been discarded in their home fields but are still sometimes used in the LIS world; looks at how to blend what research tells us about teens with day-to-day work in libraries; reflects new norms of professional practice, such as the increased importance of community engagement and partnerships, offering librarians a path towards cooperation and collaboration with peers outside the library world; and includes a bibliography of essential reading for YA librarians. Educators and practitioners, as well as students preparing to enter the field, will all benefit from this compact overview of contemporary research on adolescence.

Handbook of Research on Advancing Health Education through Technology

Author : Wang, Victor C.X.
Publisher : IGI Global
Page : 589 pages
File Size : 42,6 Mb
Release : 2015-09-21
Category : Medical
ISBN : 9781466694958

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Handbook of Research on Advancing Health Education through Technology by Wang, Victor C.X. Pdf

The Internet serves as an essential tool in promoting health awareness through the circulation of important research among the medical professional community. While digital tools and technologies have greatly improved healthcare, challenges are still prevalent among diverse populations worldwide. The Handbook of Research on Advancing Health Education through Technology presents a comprehensive discussion of health knowledge equity and the importance of the digital age in providing life-saving data for diagnosis and treatment of diverse populations with limited resources. Featuring timely, research-based chapters across a broad spectrum of topic areas including, but not limited to, online health information resources, data management and analysis, and knowledge accessibility, this publication is an essential reference source for researchers, academicians, medical professionals, and upper level students interested in the advancement and dissemination of medical knowledge.

Virtual Communities: Concepts, Methodologies, Tools and Applications

Author : Management Association, Information Resources
Publisher : IGI Global
Page : 2930 pages
File Size : 54,6 Mb
Release : 2010-10-31
Category : Social Science
ISBN : 9781609601010

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Virtual Communities: Concepts, Methodologies, Tools and Applications by Management Association, Information Resources Pdf

Covers the development, design, and utilization of virtual organizations and communities and the resulting impact of these venues.

The International Handbook of Collaborative Learning

Author : Cindy E. Hmelo-Silver,Clark A. Chinn,Carol Chan,Angela M. O'Donnell
Publisher : Routledge
Page : 530 pages
File Size : 46,5 Mb
Release : 2013-03-05
Category : Education
ISBN : 9781136869549

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The International Handbook of Collaborative Learning by Cindy E. Hmelo-Silver,Clark A. Chinn,Carol Chan,Angela M. O'Donnell Pdf

Collaborative learning has become an increasingly important part of education, but the research supporting it is distributed across a wide variety of fields including social, cognitive, developmental, and educational psychology, instructional design, the learning sciences, educational technology, socio-cultural studies, and computer-supported collaborative learning. The goal of this book is to integrate theory and research across these diverse fields of study and, thereby, to forward our understanding of collaborative learning and its instructional applications. The book is structured into the following 4 sections: 1) Theoretical Foundations 2) Research Methodologies 3) Instructional Approaches and Issues and 4) Technology. Key features include the following: Comprehensive and Global – This is the first book to provide a comprehensive review of the widely scattered research on collaborative learning including the contributions of many international authors. Cross disciplinary – The field of collaborative learning is highly interdisciplinary drawing scholars from psychology, computer science, mathematics education, science education, and educational technology. Within psychology, the book brings together perspectives from cognitive, social, and developmental psychology as well as from the cross-disciplinary field of the learning sciences. Chapter Structure – To ensure consistency across the book, authors have organized their chapters around integrative themes and issues. Each chapter author summarizes the accumulated literature related to their chapter topic and identifies the strengths and weaknesses of the supporting evidence. Strong Methodology – Each chapter within the extensive methodology section describes a specific methodology, its underlying assumptions, and provide examples of its application. This book is appropriate for researchers and graduate level instructors in educational psychology, learning sciences, cognitive psychology, social psychology, computer science, educational technology, teacher education and the academic libraries serving them. It is also appropriate as a graduate level textbook in collaborative learning, computer-supported collaborative learning, cognition and instruction, educational technology, and learning sciences.