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This book constitutes the refereed proceedings of the 6th European Conference on Technology Enhanced Learning, EC-TEL 2011, held in Palermo, Italy, in September 2010. The 30 revised full papers presented were carefully reviewed and selected from 158 submissions. The book also includes 12 short papers, 8 poster papers, and 2 invited paper. There are many interesting papers on topics such as web 2.0 and social media, recommender systems, learning analytics, collaborative learning, interoperability of tools, etc.
How did games rise to become the central audiovisual form of expression and storytelling in digital culture? How did the practices of their artistic production come into being? How did the academic analysis of the new medium's social effects and cultural meaning develop? Addressing these fundamental questions and aspects of digital game culture in a holistic way for the first time, Gundolf S. Freyermuth's introduction outlines the media-historical development phases of analog and digital games, the history and artistic practices of game design, as well as the history, academic approaches, and most important research topics of game studies.
This book constitutes the proceedings of the 4th International Conference on Serious Games, JCSG 2018, held in Darmstadt, Germany, in November 2018. The 15 full and 12 short papers presented in this volume were carefully reviewed and selected from 40 submissions. They were organized in topical sections named: serious games studies; game-based learning and teaching; game development - serious games design, models, tools and emerging technologies; and serious games for health.
How did games rise to become the central audiovisual form of expression and storytelling in digital culture? How did the practices of their artistic production come into being? How did the academic analysis of the new medium's social effects and cultural meaning develop? Addressing these fundamental questions and aspects of digital game culture in a holistic way for the first time, Gundolf S. Freyermuth's introduction outlines the media-historical development phases of analog and digital games, the history and artistic practices of game design, as well as the history, academic approaches, and most important research topics of game studies. With contributions by André Czauderna, Nathalie Pozzi and Eric Zimmerman.
The Wiley Handbook of Learning Technology is an authoritative and up-to-date survey of the fast-growing field of learning technology, from its foundational theories and practices to its challenges, trends, and future developments. Offers an examination of learning technology that is equal parts theoretical and practical, covering both the technology of learning and the use of technology in learning Individual chapters tackle timely and controversial subjects, such as gaming and simulation, security, lifelong learning, distance education, learning across educational settings, and the research agenda Designed to serve as a point of entry for learning technology novices, a comprehensive reference for scholars and researchers, and a practical guide for education and training practitioners Includes 29 original and comprehensively referenced essays written by leading experts in instructional and educational technology from around the world
Media narratives inform our ideas of the future - and Games are currently making a significant contribution to this medial reservoir. On the one hand, Games demonstrate a particular propensity for fantastic and futuristic scenarios. On the other hand, they often serve as an experimental field for the latest media technologies. However, while dystopias are part of the standard gaming repertoire, Games feature utopias much less frequently. Why? This anthology examines playful utopias from two perspectives. It investigates utopias in digital Games as well as utopias of the digital game; that is, the role of ludic elements in scenarios of the future.
Riding, hunting, fishing, bullfighting: Human-animal relations are diverse. This anthology presents various case studies of situations in which humans and animals come into contact and asks for the anthropological and philosophical implications of such encounters. The contributions by renowned scholars such as Albert Piette and Kazuyoshi Sugawara present multidisciplinary methodological reflections on concepts such as embodiment, emplacement, or the »conditio animalia« (in addition to the »conditio humana«) as well as a consideration of the term »situationality« within the field of anthropology.
When Tim Renner applied to the German record company Polydor in 1986, he intended to write an exposé about the music industry. However, things went differently and he turned this exposé into a career. For eighteen years his biography has been intermeshed with the development of the music industry, he led bands like Element of Crime, Rammstein, Tocotronic and Philip Boa to sucess. He raised up higher and higher on the ladder, finally reaching the top of Universal Music Germany. He witnessed how musical development has been hampered by the pressure of the markets, how pop and commerce diffused, and importantly, he witnessed the rapid dissolution of old comercial structures through the forces...
If you used to be a punk, you never where! I wasn't even twelve years old in 1976 when I heard about this "New Thing" from England called: PUNK ROCK! Something completely new, snotty and revolutionary. A musical and verbal revolution against the Establishment! A punch right in the face of the whining love song era! I was immediately affected...or better said: infected! It started with The Sex Pistols and The Damned - but when I heard Jean Jacques Burnel's bass guitar in "Goodbye Toulouse" by The Stranglers I was totally stoked! Then as now, the music has never lost its power and energy, and I love all these songs like the first day I heard them! In this book I'm attempting to describe the be...