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This book provides an overview of Educational Robotics and includes information that reflects the current status of the field, research activity, experiences, and new tools. It compiles the contributions presented at the 14th International Conference on Robotics in Education (RiE2023). Beyond insights into theoretical aspects, practical projects and syllabus activities exemplify the concepts and provide implementation ideas, which span the whole educational system from kindergarten to the university level. The relevance to science, technology, engineering, and mathematics (STEM) education is highlighted by teaching the topics in a unified framework. The book constitutes a valuable resource for educators, researchers, scientists, and engineers interested in robotics. It covers topics including school teaching curricula, educational methodologies and pedagogy, projects, competitions, hardware, simulations, programming, machine learning, and artificial intelligence in education.
Play is an interactive and fun learning activity. Thanks to digitization, there is an upswing in the game-based learning sector which opens up opportunities for all-age audience to use Digital Games for Learning (DGL): from kids to elders. This book emphasizes the potential of digital games for lifelong learning and deals with the different aspects one should take into consideration to create and to implement digital games for learning. Whether you’re a parent, a teacher, an ICT developer or you’re just curious about the pedagogical uses of digital games, this book was made for you.
This book constitutes the refereed proceedings of the Third International Conference on Games and Learning Alliance, GALA 2014, held in Bucharest, Romania, in July 2014. The 15 revised papers presented were carefully reviewed and selected from 26 submissions. The papers presented cover a variety of aspects and knowledge fields. They are grouped into four sessions: pedagogy, technology, design, and applications.
Les usages du numérique à l’école sont diversifiés. Si certains de ces usages n’apportent pas de plus-values pédagogiques, d’autres permettent aux élèves de s’engager dans des processus de cocréation. Le présent ouvrage apporte un éclairage sur les approches créatives du numérique en enseignement et sur leur potentiel et sur leur contribution à l’éducation personnelle, sociale et professionnelle des citoyens du XXIe siècle.
This book constitutes the refereed proceedings of the First International Congress on Education and Technology in Sciences, CISETC 2019, held in Arequipa, Peru, in December 2019. The 12 full papers presented in the volume were carefully reviewed and selected from 96 submissions. The papers are focused on the two main topics: pedagogical practice in the sciences, focused specificaly on science education; and complementary aspects of science teaching, which considers all the elements that can contribute to science education.
Le jeu est une activité d’interaction, de plaisir et d’apprentissage. Avec le numérique, l’apprentissage basé sur le jeu connaît un nouvel essor et ouvre la possibilité à des usages de Jeux Numériques pour l’Apprentissage (JNA) pour des publics de tous âges : des enfants aux aînés. Ce livre met en relief le potentiel des jeux numériques pour l’éducation tout au long de la vie et présente les différents aspects à prendre en considération pour la création et l’intégration des jeux numériques pour l’apprentissage. Que vous soyez parent, enseignant, développeur informatique ou juste curieux sur les usages pédagogiques des jeux numériques, ce livre a été conçu pour vous.
At a time when digital games are becoming much more commonly used in classrooms, Game-Based Learning: Theory, Strategies, and Performance Outcomes provides a much-needed guide to different forms and applications of digital game-based learning. This book brings together researchers and practitioners from around the world who share their theories, strategies, findings of case studies, and practical approaches to support better performance and learning outcomes when learning with digital games. This book is intended to provide readers with three main parts of information. One is a clear and practical understanding of theory and research-based principles of game-based learning. This first sectio...
The focus on smart education has become a new trend in the global educational field. Some countries have already developed smart education systems and there is increasing pressure coming from business and tech communities to continue this development. Simultaneously, there are only fragmented studies on the didactic aspects of technology usage. Thus, pedagogy as a science must engage in a new research direction—smart pedagogy. This book seeks to engage in a new research direction, that of smart pedagogy. It launches discussions on how to use all sorts of smart education solutions in the context of existing learning theories and on how to apply innovative solutions in order to reduce the marginalization of groups in educational contexts. It also explores transformations of pedagogical science, the role of the educator, applicable teaching methods, learning outcomes, and research and assessment of acquired knowledge in an effort to make the smart education process meaningful to a wide audience of international educators, researchers, and administrators working within and tangential to TEL.