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Education in the Global South faces several key interrelated challenges, for which Open Educational Resources (OER) are seen to be part of the solution. These challenges include: unequal access to education; variable quality of educational resources, teaching, and student performance; and increasing cost and concern about the sustainability of education. The Research on Open Educational Resources for Development (ROER4D) project seeks to build on and contribute to the body of research on how OER can help to improve access, enhance quality and reduce the cost of education in the Global South. This volume examines aspects of educator and student adoption of OER and engagement in Open Educational Practices (OEP) in secondary and tertiary education as well as teacher professional development in 21 countries in South America, Sub-Saharan Africa and South and Southeast Asia. The ROER4D studies and syntheses presented here aim to help inform Open Education advocacy, policy, practice and research in developing countries.
This book provides the state of the art in the simulation and gaming study field by systematically collecting excellent papers presented at the 46th International Simulation and Gaming Association annual conference held in Kyoto 17–25 July 2015. Simulation and gaming has been used in a wide variety of areas ranging from early childhood education and school-age children, universities, and professional education, to policy exploration and social problem solving. Moreover, it now been drastically changing its features in the Internet Of Things (IOT) society while taking over a wide variety of aliases, such as serious games and gamification. Most of the papers on which this book’s chapters are based were written by academic researchers, both up-and-coming and well known. In addition, simulation and gaming is a translational system science going from theory to clinical cross-disciplinary topics. With this book, therefore, graduate students and higher-level researchers, educators, and practitioners can become familiar with the state-of-the-art academic research on simulation and gaming in the network society of the twenty-first century.
The digital economy is a main driver of change, innovation, and competitiveness for various companies and entrepreneurs. Exploring developments in these initiatives can be used as vital tools for future business success. User Innovation and the Entrepreneurship Phenomenon in the Digital Economy is an essential reference source for emerging scholarly research on innovative aspects of design, development, and implementation of digital economy initiatives, highlighting the relationship and interaction between humans and technology in modern society. Featuring coverage on a broad range of topics such as electronic commerce, brand promotion, and customer loyalty, this book is ideally designed for academicians, researchers, students, and managers seeking current research on the digital economy.
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First multi-year cumulation covers six years: 1965-70.