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In this book, we can read about new technologies that enhance training and performance; discover new, exciting ways to design and deliver content; and have access to proven strategies, practices and solutions shared by experts. The authors of this book come from all over the world; their ideas, studies, findings and experiences are beneficial contributions to enhance our knowledge in the field of e-learning. The book is divided into three sections, and their respective chapters refer to three macro areas. The first section of the book covers Instructional Design of E-learning, considering methodology and tools for designing e-learning environments and courseware. Also, there are examples of effective ways of gaming and educating. The second section is about Organizational Strategy and Management. The last section deals with the new Developments in E-learning Technology, emphasizing subjects like knowledge building by mobile e-learning systems, cloud computing and new proposals for virtual learning environments/platforms.
Many of the early issues in the field of telE-learning are now not only recognised but are being addressed, through professional and staff development routes, through innovative technological solutions, and through approaches and concepts that are better suited to particular educational contexts. TelE-LEARNING: The Challenge for the Third Millennium provides details of the most recent advances in this area.
With the resources provided by communication technologies, E-learning has been employed in multiple universities, as well as in wide range of training centers and schools. This book presents a structured collection of chapters, dealing with the subject and stressing the importance of E-learning. It shows the evolution of E-learning, with discussion about tools, methodologies, improvements and new possibilities for long-distance learning. The book is divided into three sections and their respective chapters refer to three macro areas. The first section of the book covers methodologies and tools applied for E-learning, considering collaborative methodologies and specific environments. The second section is about E-learning assessment, highlighting studies about E-learning features and evaluations for different methodologies. The last section deals with the new developments in E-learning, emphasizing subjects like knowledge building in virtual environments, new proposals for architectures in tutoring systems, and case studies.
E-assessments of students profoundly influence their motivation and play a key role in the educational process. Adapting assessment techniques to current technological advancements allows for effective pedagogical practices, learning processes, and student engagement. The Handbook of Research on E-Assessment in Higher Education provides emerging perspectives on the theoretical and practical aspects of digital assessment techniques and applications within educational settings. Featuring coverage on a broad range of topics such as competency assessment, adaptive courseware, and learning performance, this publication is ideally designed for educational administrators, educational professionals, teachers and professors, researchers, and graduate-level students seeking current research on comparative studies and the pedagogical issues of online assessment in academic institutions.
This work derives from a conference discussing the history of computing in education. This conference is the first of hopefully a series of conferences that will take place within the International Federation for Information Processing (IFIP) and hence, we describe it as the First Conference on the History of Computing in Education (HCE1). These proceedings represent a collection of works presented at the HCE1 Conference held in association with the IFIP 2004 World Computer Congress held in Toulouse, France. Contributions to this volume range from a wide variety of educational perspectives and represent activities from four continents. The HCE1 conference represents a joint effort of the IFI...
It is a pleasure to offer you this book containing papers about ICT and education from the World Computer Congress 2006 (WCC 2006), held in Santiago, Chile and sponsored by the International Federation for Information Processing (IFIP). A lot of people worked very hard to make this event happen and to produce this book. The programme committee with IFIP members from around the world issued a call for papers inspiring almost 80 people to submit papers, posters, demonstrations, and workshops to the IFIP TC3 (Technical Committee on Education) sub-conference of WCC 2006. The submitted papers were reviewed by a large group of referees to select the papers to be presented at the conference. What i...
Deryn Watson CapBIT 97, Capacity Building for Information Technologies in Education in Developing Countries, from which this publication derives, was an invited IFIP working conference sponsored by Working Groups in secondary (WG 3. 1), elementary (WG 3. 5), and vocational and professional (WG 3. 4) education under the auspices ofIFIP Technical Committee for Education (TC3). The conference was held in Harare, Zimbabwe 25th - 29th August 1997. CapBIT '97 was the first time that the IFIP Technical Committee for Education had held a conference in a developing country. When the Computer Society of Zimbabwe offered to host the event, we determined that the location and conference topic reflect th...
The ISAGA 50th Anniversary Conference proceedings is a collection of 76 accepted submissions. The proposed papers and posters are very diversified and have backgrounds in many areas, yet they come together in the simulation and gaming. We had 12 tracks for papers, a poster submission track, workshops track, and thematic sessions proposals track. The 50th anniversary track will allow us to look back at our heritage. The core tracks with the biggest number of submissions are the simulation and gaming track and game science theory track. For the first time, we also had tracks for gaming technology, AR/VR, e-sport science and gaming cultures, we have received many interesting and quality submissions, which will add new perspective and diversity to our field. ISAGA wants to stay relevant and up-to-date with the current problems; thus the tracks for S&G for logistics and smart infrastructure, gaming for individual efficacy and performance and gaming for sustainable development goals. We have also received ten poster submissions with very interesting topics.
With the resources provided by communication technologies, E-learning has been employed in multiple universities, as well as in wide range of training centers and schools. This book presents a structured collection of chapters, dealing with the subject and stressing the importance of E-learning. It shows the evolution of E-learning, with discussion about tools, methodologies, improvements and new possibilities for long-distance learning. The book is divided into three sections and their respective chapters refer to three macro areas. The first section of the book covers methodologies and tools applied for E-learning, considering collaborative methodologies and specific environments. The second section is about E-learning assessment, highlighting studies about E-learning features and evaluations for different methodologies. The last section deals with the new developments in E-learning, emphasizing subjects like knowledge building in virtual environments, new proposals for architectures in tutoring systems, and case studies.