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.

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.

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.

Grand Research Challenges in Games and Entertainment Computing in Brazil - GranDGamesBR 2020–2030

Grand Research Challenges in Games and Entertainment Computing in Brazil - GranDGamesBR 2020–2030
Author :
Publisher : Springer Nature
Total Pages : 285
Release :
ISBN-10 : 9783031276392
ISBN-13 : 3031276396
Rating : 4/5 (92 Downloads)

Synopsis Grand Research Challenges in Games and Entertainment Computing in Brazil - GranDGamesBR 2020–2030 by : Rodrigo Pereira dos Santos

This book constitutes selected papers presented during the two events: the First Forum, GranDGamesBR 2020, held in Recife, Brazil, in November 2020, and the Second Forum, GranDGamesBR 2021, held in Gramado, Brazi, in October 2021. The 12 papers presented were thoroughly reviewed and selected from 24 submissions. The topics included in this volume cover the following fields connected to games and entertainment computing: game design, educational games, games evaluation, game-based learning, player experience, human-computer interaction, games industry, business models, game software ecosystems, ethics, serious games, cyberdemocracy, emotional design, computer graphics, cognitive simulation, immersive entertainment, virtual/augmented/extended reality, gamification, and creative process.

Teaching in a Digital Age

Teaching in a Digital Age
Author :
Publisher :
Total Pages :
Release :
ISBN-10 : 0995269238
ISBN-13 : 9780995269231
Rating : 4/5 (38 Downloads)

Synopsis Teaching in a Digital Age by : A. W Bates

Resources in education

Resources in education
Author :
Publisher :
Total Pages : 350
Release :
ISBN-10 : MINN:30000004837369
ISBN-13 :
Rating : 4/5 (69 Downloads)

Synopsis Resources in education by :

How People Learn II

How People Learn II
Author :
Publisher : National Academies Press
Total Pages : 347
Release :
ISBN-10 : 9780309459679
ISBN-13 : 0309459672
Rating : 4/5 (79 Downloads)

Synopsis How People Learn II by : National Academies of Sciences, Engineering, and Medicine

There are many reasons to be curious about the way people learn, and the past several decades have seen an explosion of research that has important implications for individual learning, schooling, workforce training, and policy. In 2000, How People Learn: Brain, Mind, Experience, and School: Expanded Edition was published and its influence has been wide and deep. The report summarized insights on the nature of learning in school-aged children; described principles for the design of effective learning environments; and provided examples of how that could be implemented in the classroom. Since then, researchers have continued to investigate the nature of learning and have generated new findings related to the neurological processes involved in learning, individual and cultural variability related to learning, and educational technologies. In addition to expanding scientific understanding of the mechanisms of learning and how the brain adapts throughout the lifespan, there have been important discoveries about influences on learning, particularly sociocultural factors and the structure of learning environments. How People Learn II: Learners, Contexts, and Cultures provides a much-needed update incorporating insights gained from this research over the past decade. The book expands on the foundation laid out in the 2000 report and takes an in-depth look at the constellation of influences that affect individual learning. How People Learn II will become an indispensable resource to understand learning throughout the lifespan for educators of students and adults.

Advanced Methodologies and Technologies in Digital Marketing and Entrepreneurship

Advanced Methodologies and Technologies in Digital Marketing and Entrepreneurship
Author :
Publisher : IGI Global
Total Pages : 857
Release :
ISBN-10 : 9781522577676
ISBN-13 : 152257767X
Rating : 4/5 (76 Downloads)

Synopsis Advanced Methodologies and Technologies in Digital Marketing and Entrepreneurship by : Khosrow-Pour, D.B.A., Mehdi

As businesses aim to compete internationally, they must be apprised of new methods and technologies to improve their digital marketing strategy in order to remain ahead of their competition. Trends in entrepreneurship that drive consumer engagement and business initiatives, such as social media marketing, yields customer retention and positive feedback. Advanced Methodologies and Technologies in Digital Marketing and Entrepreneurship provides information on emerging trends in business innovation, entrepreneurship, and marketing strategies. While highlighting challenges such as successful social media interactions and consumer engagement, this book explores valuable information within various business environments and industries such as e-commerce, small and medium enterprises, hospitality and tourism management, and customer relationship management. This book is an ideal source for students, marketers, social media marketers, business managers, public relations professionals, promotional coordinators, economists, hospitality industry professionals, entrepreneurs, and researchers looking for relevant information on new methods in digital marketing and entrepreneurship.

The Collection's at the Core

The Collection's at the Core
Author :
Publisher : Bloomsbury Publishing USA
Total Pages : 175
Release :
ISBN-10 : 9798216062820
ISBN-13 :
Rating : 4/5 (20 Downloads)

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

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.