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This is an open access book. The COVID-19 pandemic in the last two years has influenced how educational system works. Online learning became the primal policy taken by all institutions in the world to lower the risk of the virus spread. Despite the drawbacks of the online learning, teachers and students were accustomed with the distant learning through web meetings, Learning Management Systems (LMS) and other online learning platforms. In that time, topics under digital learning and education 5.0 were the main stakes in academic disseminations. This year some institutions start to conduct their teaching and learning process classically as before the pandemic, others are still continuing onli...
Buku Mitigasi Bencana Tanah Longsor untuk Anak Penyandang Disabilitas merupakan buku interaktif yang menggambarkan pembelajaran mitigasi bencana tanah longsor yang dapat digunakan anak penyandang disabilitas untuk mengenal potensi bencana tanah longsor di Klaten, definisi bencana tanah longsor, tanda-tanda terjadinya bencana tanah longsor, ciri-ciri daerah rawan bencana gempa bumi, penyebab dan dampak bencana tanah longsor, tindakan sebelum terjadi bencana tanah longsor, tindakan saat terjadi bencana tanah longsor, dan tindakan setelah terjadi bencana tanah longsor. selain itu, terdapat tampilan info fakta, tahukah kamu, dan kuis di setiap materi yang menguatkan pemahaman anak dengan lingkungan di sekitar. Buku ini dikembangkan dengan tiga mode yaitu mode teks, mode audio, dan mode video sehingga mudah digunakan dan ramah disabilitas.
Buku mitigasi bencana erupsi gunung api merupakan buku interaktif yang menggambarkan pembelajaran mitigasi bencana erupsi gunung api yang dapat digunakan disabilitas anak untuk mengenal bencana erupsi gunung api dan cara-cara mempersiapkan diri dalam menghadapi bencana erupsi gunung api di sekolah, di rumah, atau di lingkungan sekitar. Buku ini dilengkapi dengan aktivitas yang memudahkan disabilitas anak terlibat aktif dalam proses belajar tentang mitigasi bencana erupsi gunung api. Selain itu, buku ini dirancang untuk pembelajaran bagi disabilitas anak yang dapat diakses secara individu maupun melalui pendampingan guru dan orang di sekitarnya.
Buku Mitigasi Bencana Gempa Bumi untuk Anak Penyandang Disabilitas merupakan buku interaktif yang menggambarkan pembelajaran mitigasi bencana gempa bumi yang dapat digunakan disabilitas anak untuk mengenal potensi bencana gempa bumi di Klaten, definisi bencana gempa bumi, tandatanda bencana gempa bumi, ciri-ciri daerah rawan bencana gempa bumi, penyebab dan dampak bencana gempa bumi, tindakan sebelum bencana gempa bumi, tindakan saat bencana gempa bumi, dan tindakan setelah bencana gempa bumi. Terdapat info fakta, tahukah kamu, dan kuis di setiap materi yang menguatkan pemahaman anak dengan lingkungan di sekitar. Buku ini dikembangkan dengan tiga mode yaitu mode teks, mode audio, dan mode video sehingga mudah digunakan dan ramah disabilitas.
Belajar menjadi kegiatan inti di dalam proses kehidupan manusia. Manusia menjadi sempurna ketika belajar dan mampu menerapkannya. Belajar dalam konteks ini bermakna luas, dan tidak terpatok pada kegiatan formal di sekolah, madrasah, atau pesantren. Singkatnya, belajar itu luas bisa di mana saja, kapan saja, dengan siapa saja kita dapat belajar tanpa henti. Islam jauh-jauh hari memegang teguh prinsip yang menganjurkan untuk menuntut ilmu. Di dalam Al-Quran disebutkan: “Allah akan meninggikan beberapa derajat orang-orang yang beriman diantaramu dan orang-orang yang diberi ilmu pengetahuan (iImu) beberapa derajat (QS. Al Mujadalah 11). Nabi Muhammad Saw juga menyeru umat Islam untuk menuntut ...
As virtual reality expands from the imaginary worlds of science fiction and pervades every corner of everyday life, it is becoming increasingly important for students and professionals alike to understand the diverse aspects of this technology. This book aims to provide a comprehensive guide to the theoretical and practical elements of virtual reality, from the mathematical and technological foundations of virtual worlds to the human factors and the applications that enrich our lives: in the fields of medicine, entertainment, education and others. After providing a brief introduction to the topic, the book describes the kinematic and dynamic mathematical models of virtual worlds. It explores the many ways a computer can track and interpret human movement, then progresses through the modalities that make up a virtual world: visual, acoustic and haptic. It explores the interaction between the actual and virtual environments, as well as design principles of the latter. The book closes with an examination of different applications, focusing on augmented reality as a special case. Though the content is primarily VR-related, it is also relevant for many other fields.
Richard Clark’s observation that “…media are mere vehicles that deliver instruction but do not influence student achievement any more than the truck that delivers our groceries causes changes in our nutrition” is as misunderstood today as it was when first published in the Review of Educational Research in 1983. The convincing if little read scientific evidence presented by Clark has divided the field and caused considerable concern, especially among the providers of newer media for learning. A collection of writings about the “media effects debate,” as it has come to be called, was published in 2001. Edited by Clark, Learning From Media was the first volume in the series “Pers...
Computer games have attracted much attention over the years, mostly attention of the less flattering kind. This has been true for computer games focused on entertainment, but also for what for years seemed a sure winner, edutainment. These years the area has gained new momentum and labels - game-based learning, serious games and educational games are just some of them. This dissertation aims to be a contribution to understanding educational use of computer games by building a framework that goes beyond edutainment. The framework laid out extends from an experiential learning approach, where concrete experiences are the starting point that can be transformed through reflection, instruction and active experimentation. It is concluded that computer games provide rich concrete experience that can be manipulated in the game universe providing more handles for the student compared to other media formats.
This book provides a comprehensive foundation in Probabilistic Normed (PN) Spaces for anyone conducting research in this field of mathematics and statistics. It is the first to fully discuss the developments and the open problems of this highly relevant topic, introduced by A N Serstnev in the early 1960s as a response to problems of best approximations in statistics.The theory was revived by Claudi Alsina, Bert Schweizer and Abe Sklar in 1993, who provided a new, wider definition of a PN space which quickly became the standard adopted by all researchers. This book is the first wholly up-to-date and thorough investigation of the properties, uses and applications of PN spaces, based on the standard definition. Topics covered include:The theory of PN spaces is relevant as a generalization of deterministic results of linear normed spaces and also in the study of random operator equations. This introduction will therefore have broad relevance across mathematical and statistical research, especially those working in probabilistic functional analysis and probabilistic geometry.
This book discusses the learning and teaching of geometry, with a special focus on kindergarten and primary education. It examines important new trends and developments in research and practice, and emphasizes theoretical, empirical and developmental issues. Further, it discusses various topics, including curriculum studies and implementation, spatial abilities and geometric reasoning, as well as the psychological roots of geometrical thinking and teacher preparation in geometry education. It considers these issues from historical, epistemological, cognitive semiotic and educational points of view in the context of students' difficulties and the design of teaching and curricula.