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Frontiers in Gaming Simulation
  • Language: en
  • Pages: 270

Frontiers in Gaming Simulation

  • Type: Book
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  • Published: 2014-01-28
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  • Publisher: Springer

This book constitutes the refereed post-conference proceedings of the 44th International Simulation and Gaming Association Conference, ISAGA 2013, and the IFIP WG 5.7 Workshop on Experimental Interactive Learning in Industrial Management, held in Stockholm, Sweden, in June 2013 The 30 revised full papers were carefully reviewed and selected for inclusion in the book. The papers are organized in topical sections on frontiers in gaming simulation for education; frontiers in gaming simulation for design and experimentation; frontiers in gaming simulation for transportation and logistics; and professionalism and business in gaming simulation.

Back to the future of Gaming
  • Language: en
  • Pages: 310

Back to the future of Gaming

Der Sammelband ist Retrospektive und reflektierte Mutmaßung über die Zukunft der Planspiele (Gaming). Das Buch basiert auf Richard Dukes Standardwerk "Gaming: The Future's Language" von 1974 und betrachtet Vergangenheit, Gegenwart und speziell die Zukunft von Gaming, bezogen auf die Leitgedanken in Dukes Werk. In ihrem Band dokumentieren die beiden Herausgeber Duke und Kriz die Geschichte, das Erfahrungswissen und den derzeitigen Stand der Technik der Planspiele und liefern Inspiration für aktuelle und zukünftige Entwicklungen. Der Band wendet sich an alle, die sich mit dem Thema Gaming in Politik, Strategie, Bildung, Management und anderen Bereichen beschäftigen.

Green ICT & Energy
  • Language: en
  • Pages: 174

Green ICT & Energy

  • Type: Book
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  • Published: 2013-12-16
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  • Publisher: CRC Press

This book provides the connection between the growing body of literature on sustainability and the topics of energy and ICT. It aims to show how stakeholders active in this area need to play their part ensuring that the ICT-sector evolves towards a sector that can lead through “greening by IT” and also shows that it can “green its own IT” as well. This is the first book that integrates two seemingly incompatible approaches to sustainability: efficiency and effectiveness. The book builds on the efficiency initiatives already taken by industry, but it is not a “how-to-do-it manual”. It offers insight in state of the art approaches to green IT and greening by IT. Attention to important stakeholders outside the sector, e.g. policy makers and the field of education, makes this book comprehensive. A more encompassing view on ICT and sustainability is offered to the reader and, as such, managers in higher education, educators, CIO’s, policymakers and regulators are inspired to integrate their efforts and to contribute to a transition of one of the most important and prominent sectors in our global economy.

Knowledge Discovery, Knowledge Engineering and Knowledge Management
  • Language: en
  • Pages: 409

Knowledge Discovery, Knowledge Engineering and Knowledge Management

  • Type: Book
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  • Published: 2018-11-13
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  • Publisher: Springer

This book constitutes the thoroughly refereed proceedings of the 8th International Joint Conference on Knowledge Discovery, Knowledge Engineering and Knowledge Management, IC3K 2016, held in Porto, Portugal, in November 2016. The 18 full papers presented were carefully reviewed and selected from 186 submissions. The papers are organized in topical sections on knowledge discovery and information retrieval; knowledge engineering and ontology development; and knowledge management and information sharing.

Blended Learning: Engaging Students in the New Normal Era
  • Language: en
  • Pages: 382

Blended Learning: Engaging Students in the New Normal Era

This book constitutes the refereed proceedings of the 15th International Conference on Blended Learning, ICBL 2022, held in Hong Kong, China, in August 2022. The 31 papers presented in this volume were carefully reviewed and selected from 80 submissions. The conference theme of ICBL 2022 is Blended Learning: Engaging Students in the New Era. The papers are organized in topical sections named: Game-based Learning and Augmented Learning Environment; Computer Supported Collaborative Learning; Enriching Learning Experience with Blended and Online Learning; Content Development and Practice for Blended Learning and Beyond.

Games and Learning Alliance
  • Language: en
  • Pages: 613

Games and Learning Alliance

This book constitutes the refereed proceedings of the 8th International Conference on Games and Learning Alliance, GALA 2019, held in Athens, Greece, in November 2019. The 38 regular papers presented together with 19 poster papers were carefully reviewed and selected from 76 submissions. The papers cover the following topics: serious game design and pedagogical foundations; AI and technology for SG; gamification; applications and case studies; and posters. The chapter "Cyber Chronix, Participatory Research Approach to Develop and Evaluate a Storytelling Game on Personal Data Protection Rights and Privacy Risks" is available open access under a CC BY 4.0 license at link.springer.com.

ECGBL 2019 13th European Conference on Game-Based Learning
  • Language: en
  • Pages: 1077
Blended Learning Environments for Adults: Evaluations and Frameworks
  • Language: en
  • Pages: 341

Blended Learning Environments for Adults: Evaluations and Frameworks

  • Type: Book
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  • Published: 2012-04-30
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  • Publisher: IGI Global

"This book demonstrates the view that Information and Communication Technologies should not be considered as a neutral teaching medium, but instead be implemented under pedagogical conditions; aiming at the development of critical thinking through their creative integration into the social and cultural context"--

Neo-Simulation and Gaming Toward Active Learning
  • Language: en
  • Pages: 557

Neo-Simulation and Gaming Toward Active Learning

This book provides tips to teachers for moving toward active learning by using simulation and gaming. The book is a rare reference for teachers who wish to initiate active learning by applying many real experiences from world experts in simulation and gaming. This cumulative wisdom comes from cutting-edge trials reported at the 49th International Simulation and Gaming Association’s annual conference in Thailand 9–13 July 2018. The importance of changing teachers’ one-way lecture approach to that of active learning has been commonly understood for several decades and has been promoted especially in recent years in Asian universities. Simulation and gaming meets the requirements of such teaching programs, especially for active learning, but there are few books or references on how to gamify a lecture. This book serves as a guide to facilitate that change. The author recognizes the duty to provide readers with fixed directions toward simulation and gaming in the next generation, which have still not been fully elucidated. Developing a simulation and gaming culture and making it sustainable in the next decade are the purpose of this book.

Advances in Web Based Learning - ICWL 2009
  • Language: en
  • Pages: 491

Advances in Web Based Learning - ICWL 2009

  • Type: Book
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  • Published: 2009-08-19
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  • Publisher: Springer

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