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Game Jams – History, Technology, and Organisation
  • Language: en
  • Pages: 136

Game Jams – History, Technology, and Organisation

This book will provide a comprehensive guide to creating and managing a game jam. The book will also provide an overview of how and where game jams have been held, the type of game jams, the tools and technologies used in organising and participating in game jams.

Immersive Learning Research Network
  • Language: en
  • Pages: 247

Immersive Learning Research Network

  • Type: Book
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  • Published: 2019-06-15
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  • Publisher: Springer

This volume constitutes the refereed proceedings of the 5th International Conference of the Immersive Learning Network, iLRN 2019, held in London, UK, in June 2019. The 18 revised full papers and presented in this volume were carefully reviewed and selected from 60 submissions. The papers are organized in topical sections on science, technology, engineering, and mathematics (STEM); disciplinary applications: special education; disciplinary applications: history; pedagogical strategies; immersion and presence.

Immersive Education
  • Language: en
  • Pages: 137

Immersive Education

  • Type: Book
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  • Published: 2015-07-31
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  • Publisher: Springer

This book constitutes the refereed proceedings of the 4th European Immersive Education Summit, EiED 2014, held in Vienna, Austria, in November 2014. The 11 revised full papers presented were carefully reviewed and selected from 30 submissions. The papers are organized in topical sections on innovation and technological advancements in e-learning; immersive and emerging technologies for cultural and digital heritage.

21st Century Sports
  • Language: en
  • Pages: 303

21st Century Sports

This book outlines the effects that technology-induced change will have on sport within the next five to ten years, and provides food for thought concerning what lies further ahead. Presented as a collection of essays, the authors are leading academics from renowned institutions such as Massachusetts Institute of Technology, Queensland University of Technology, and the University of Cambridge, and practitioners with extensive technological expertise. In their essays, the authors examine the impacts of emerging technologies like artificial intelligence, the Internet of Things, and robotics on sports and assess how they will change sport itself, consumer behavior, and existing business models. The book will help athletes, entrepreneurs, and innovators working in the sports industry to spot trendsetting technologies, gain deeper insights into how they will affect their activities, and identify the most effective responses to stay ahead of the competition both on and off the pitch.

Immersive Education
  • Language: en
  • Pages: 287

Immersive Education

This book focuses on designing and being a designer of immersive education. It introduces readers to the human experiences within immersive learning environments and contributes research evidence on the effectiveness of immersive technologies in K-12 and post-secondary contexts. Through the chapters, illustrative contextual examples and vignettes demonstrate immersive learning in real-world educational practice. Readers will be equipped to design engaging and culturally relevant immersive experiences for learning in a post-COVID world. Immersive Education: Designing for Learning brings researchers, designers, and educators together to offer pedagogical strategies and design guidelines. The originality lies in integrating theoretical and practical knowledge to design meaningful immersive experiences, with attention to sustainability, community, and creativity. Valuable insights are provided to support students and teachers as immersive learning designers and storytellers.

Teaching Graphic Design
  • Language: en
  • Pages: 288

Teaching Graphic Design

  • Type: Book
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  • Published: 2023-06-06
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  • Publisher: Birkhäuser

How design students learn sustainably How do I teach design? Why is listening so important? What can we learn from other disciplines and cultures and from each other? Answers to these and other questions are offered by Sven Ingmar Thies and his 24 interviewees, who are all united by a single wish: that their students should experiment, experience, and grow as designers. This book allows teachers of graphic design, design theory, game development, industrial design, and behavioral research from China, Germany, Great Britain, Japan, Austria, and the USA to each have their say. The in-depth conversations are complemented by a comprehensive reflection and sample assignments. This is a book for teachers and students alike that offers insights into the experiences of others, as well as inspiration for teaching, learning, and professional practice. New teaching methods & practical suggestions A comparison of the experiences of 24 design teachers from six countries Fritz Frenkler, Gesche Joost, Rathna Ramanathan, Stefan Sagmeister, Kashiwa Sato, Erik Spiekermann, and others in conversation

The Impact of the 4th Industrial Revolution on Engineering Education
  • Language: en
  • Pages: 977

The Impact of the 4th Industrial Revolution on Engineering Education

This book gathers papers presented at the 22nd International Conference on Interactive Collaborative Learning (ICL2019), which was held in Bangkok, Thailand, from 25 to 27 September 2019. Covering various fields of interactive and collaborative learning, new learning models and applications, research in engineering pedagogy and project-based learning, the contributions focus on innovative ways in which higher education can respond to the real-world challenges related to the current transformation in the development of education. Since it was established, in 1998, the ICL conference has been devoted to new approaches in learning with a focus on collaborative learning. Today, it is a forum for sharing trends and research findings as well as presenting practical experiences in learning and engineering pedagogy. The book appeals to policymakers, academics, educators, researchers in pedagogy and learning theory, school teachers, and other professionals in the learning industry, and further and continuing education.

Learning in the Age of Digital and Green Transition
  • Language: en
  • Pages: 1104

Learning in the Age of Digital and Green Transition

We are currently witnessing a significant transformation in the development of education on all levels and especially in post-secondary education. To face these challenges, higher education must find innovative ways to quickly respond to these new needs. These were the aims connected with the 25th International Conference on Interactive Collaborative Learning (ICL2022), which was held in Vienna, Austria, from September 27 to 30, 2022. Since its beginning in 1998, this conference is devoted to new approaches in learning with a focus on collaborative learning in higher education. This book contains papers in the fields of: • Collaborative Learning• Digital Transition in Education• Technology Enhanced Learning• Advances in Machine and Technology Enhanced Learning• Educational Virtual Environments• Flipped Classrooms• Games in Engineering Education• Entrepreneurship in Engineering Education Interested readership includes policymakers, academics, educators, researchers in pedagogy and learning theory, school teachers, the learning industry, further and continuing education lecturers, etc.

Learning in a Digital World
  • Language: en
  • Pages: 339

Learning in a Digital World

  • Type: Book
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  • Published: 2019-06-29
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  • Publisher: Springer

This book aims at guiding the educators from a variety of available technologies to support learning and teaching by discussing the learning benefits and the challenges that interactive technology imposes. This guidance is based on practical experiences gathered through developing and integrating them into varied educational settings. It compiles experiences gained with various interactive technologies, offering a comprehensive perspective on the use and potential value of interactive technologies to support learning and teaching. Taken together, the chapters provide a broader view that does not focus exclusively on the uses of technology in educational settings, but also on the impact and ability of technology to improve the learning and teaching processes. The book addresses the needs of researchers, educators and other stakeholders in the area of education interested in learning how interactive technologies can be used to overcome key educational challenges.

Gamification in Education and Business
  • Language: en
  • Pages: 710

Gamification in Education and Business

  • Type: Book
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  • Published: 2014-11-22
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  • Publisher: Springer

This book is dedicated to applied gamification in the areas of education and business, while also covering pitfalls to avoid and guidelines needed to successfully implement for a project. Using different theoretical backgrounds from various areas including behavioral economics, game theory, and complex adaptive systems, the contributors aim to help readers avoid common problems and difficulties that they could face with poor implementation. The book’s contributors are scholars and academics from the many areas where the key theory of gamification typically comes from. Ultimately, the book’s goal is to help bring together the theories from these different disciplines to the field of pract...