Entertainment for Education. Digital Techniques and Systems

Entertainment for Education. Digital Techniques and Systems
Author :
Publisher : Springer Science & Business Media
Total Pages : 651
Release :
ISBN-10 : 9783642145322
ISBN-13 : 3642145329
Rating : 4/5 (22 Downloads)

Synopsis Entertainment for Education. Digital Techniques and Systems by : Xiaopeng Zhang

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.

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

Serious Games and Virtual Worlds in Education, Professional Development, and Healthcare
Author :
Publisher : IGI Global
Total Pages : 382
Release :
ISBN-10 : 9781466636743
ISBN-13 : 1466636742
Rating : 4/5 (43 Downloads)

Synopsis Serious Games and Virtual Worlds in Education, Professional Development, and Healthcare by : Klaus Bredl

"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.

Advances in Computational Science and Computing

Advances in Computational Science and Computing
Author :
Publisher : Springer
Total Pages : 531
Release :
ISBN-10 : 9783030021160
ISBN-13 : 3030021165
Rating : 4/5 (60 Downloads)

Synopsis Advances in Computational Science and Computing by : Ning Xiong

This book includes papers on the recent advances in state-of-the-art computational science and computing presented at the 2018 International Symposium on Computational Science and Computing (ISCSC 2018), held in Huangshan, China, from 28 to 29 July 2018. All the papers were rigorously peer-reviewed by experts in the area. It is a valuable resource for researchers, professors, graduate students, as well as R & D staff in the industry with a general interest in computational science and computing.

K-12 Education: Concepts, Methodologies, Tools, and Applications

K-12 Education: Concepts, Methodologies, Tools, and Applications
Author :
Publisher : IGI Global
Total Pages : 1765
Release :
ISBN-10 : 9781466645035
ISBN-13 : 1466645032
Rating : 4/5 (35 Downloads)

Synopsis K-12 Education: Concepts, Methodologies, Tools, and Applications by : Management Association, Information Resources

Primary and Secondary education is a formative time for young students. Lessons learned before the rigors of higher education help to inform learners’ future successes, and the increasing prevalence of learning tools and technologies can both help and hinder students in their endeavors. K-12 Education: Concepts, Methodologies, Tools, and Applications investigates the latest advances in online and mobile learning, as well as pedagogies and ontologies influenced by current developments in information and communication technologies, enabling teachers, students, and administrators to make the most of their educational experience. This multivolume work presents all stakeholders in K-12 education with the tools necessary to facilitate the next generation of student-teacher interaction.

Serious Games

Serious Games
Author :
Publisher : Springer
Total Pages : 429
Release :
ISBN-10 : 9783319406121
ISBN-13 : 3319406124
Rating : 4/5 (21 Downloads)

Synopsis Serious Games by : Ralf Dörner

This textbook provides an introduction to the fundamentals of serious games, which differ considerably from computer games that are meant for pure entertainment. Undergraduate and graduate students from various disciplines who want to learn about serious games are one target group of this book. Prospective developers of serious games are another, as they can use the book for self-study in order to learn about the distinctive features of serious game design and development. And ultimately, the book also addresses prospective users of serious game technologies by providing them with a solid basis for judging the advantages and limitations of serious games in different application areas such as game-based learning, training and simulation or games for health. To cater to this heterogeneous readership and wide range of interests, every effort was made to make the book flexible to use. All readers are expected to study Chapter 1, as it provides the necessary basics and terminology that will be used in all subsequent chapters. The eleven chapters that follow cover the creation of serious games (design, authoring processes and tools, content production), the runtime context of serious games (game engines, adaptation mechanisms, game balancing, game mastering, multi-player serious games), the effects of serious games and their evaluation (player experience, assessment techniques, performance indicators), and serious games in practice (economic aspects, cost-benefit analysis, serious game distribution). To familiarize the readers with best practice in this field, the final chapter presents more than 30 selected examples of serious games illustrating their characteristics and showcasing their practical use. Lecturers can select chapters in a sequence that is most suitable for their specific course or seminar. The book includes specific suggestions for courses such as “Introduction to Serious Games”, “Entertainment Technology”, “Serious Game Design”, “Game-based Learning”, and “Applications of Serious Games”.

Routledge International Handbook of Schools and Schooling in Asia

Routledge International Handbook of Schools and Schooling in Asia
Author :
Publisher : Routledge
Total Pages : 1085
Release :
ISBN-10 : 9781317439424
ISBN-13 : 1317439422
Rating : 4/5 (24 Downloads)

Synopsis Routledge International Handbook of Schools and Schooling in Asia by : Kerry J. Kennedy

This comprehensive handbook is the ultimate reference work, providing authoritative and international overviews of all aspects of schools and schooling in Asia. Split into 19 sections it covers curriculum, learning and assessment, private supplementary tutoring, special education, gender issues, ethnic minority education and LGBTQI students in Asian schools. The volume displays the current state of the scholarship for schools and schooling in Asia including emerging, controversial and cutting-edge contributions using a thematic approach. The content offers a broad sweep of the region with a focus on theoretical, cultural and political issues as well as identifying educational issues and priorities, such as curriculum, assessment, teacher education, school leadership, etc., all of which impact students and learning in multiple ways. The Routledge International Handbook of Schools and Schooling in Asia brings together experts in each area to contribute their knowledge, providing a multidimensional and rich view of the issues confronting the region’s school and education systems. Chapters 34, 35, 36, 37, and 38 of this book are freely available as downloadable Open Access PDFs at http://www.taylorfrancis.com under a Creative Commons Attribution-Non Commercial-No Derivatives (CC-BY-NC-ND) 4.0 license.

Digital Game-Based Learning

Digital Game-Based Learning
Author :
Publisher : Paragon House
Total Pages : 464
Release :
ISBN-10 : 1557788634
ISBN-13 : 9781557788634
Rating : 4/5 (34 Downloads)

Synopsis Digital Game-Based Learning by : Marc Prensky

Today's workforce is quicker, sharper, more visually oriented, and more technology-savvy than ever. To truly benefit from the Digital Natives' learning power and enthusiasm, traditional training methods must adapt to the way people learn today. Written by the founder of Games2train, this innovative book is filled with examples and information to meet the demands of both educators and employers.

Transactions on Edutainment IV

Transactions on Edutainment IV
Author :
Publisher : Springer Science & Business Media
Total Pages : 287
Release :
ISBN-10 : 9783642144837
ISBN-13 : 3642144837
Rating : 4/5 (37 Downloads)

Synopsis Transactions on Edutainment IV by : Zhigeng Pan

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. This volume contains a selection of 12 outstanding contributions from Edutainment 2010, the 5th Int. Conference on E-Learning and Games, held in China in August 2009. The main focus of these papers is on e-learning system and applications, game techniques for learning, and virtual reality techniques for entertainment. In addition, 10 regular papers are included, which focus on virtual reality and game systems for learning and animation and interaction for entertainment.

Technologies for E-Learning and Digital Entertainment

Technologies for E-Learning and Digital Entertainment
Author :
Publisher : Springer Science & Business Media
Total Pages : 808
Release :
ISBN-10 : 9783540697343
ISBN-13 : 3540697349
Rating : 4/5 (43 Downloads)

Synopsis Technologies for E-Learning and Digital Entertainment by : Zhigeng Pan

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.