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Virtual worlds are increasingly incorporated into modern universities and teaching pedagogy. Over 190 higher education institutions worldwide have done teaching in the virtual world of Second Life (SL). This book is based on the first Scandinavian project to experiment with the design and testing of teaching platforms for life long learning in SL. In 2007, it created a virtual island or "sim" in SL called "Kamimo Education Island." The project generated a number of courses taught in SL, and instructed educators in the use of SL. This book disseminates the experiences and lessons learned from that project and from other educational projects in SL. The book identifies the gaps in traditional forms of education. It provides a roadmap on issues of instructional design, learner modeling, building simulations, exploring alternatives to design, and integrating tools in education with other learning systems.
This volume was first published by Inter-Disciplinary Press in 2012. A collection of papers presented at the 2nd Global Conference on Experiential Learning in Virtual Worlds, held in Prague, Czech Republic. Presenters discussed their research on the impact of utilizing virtual worlds for educational purposes. Presenters also discussed the influence virtual worlds have on concepts such as identity, learning and interaction.
This book contains the refereed proceedings of the Second Scandinavian Conference on Information Systems (SCIS), held in Turku, Finland, in August 2011. Inspired by the fact that Turku is the cultural capital of Europe in 2011, SCIS invited contributions that address the cultural impact of the latest technologies, e.g., social software, or that target cross-cultural issues of the IT profession itself. The resulting selection of papers in this volume reflects these topics. The 10 papers accepted were presented in one single track and cover topics such as the usage of social media platforms, the socio-economic consequences of novel technologies in application areas like healthcare or energy industries, and cultural differences in software development and maintenance.
Gaming applications are rapidly expanding into the realm of education. Game-based education creates an active and enjoyable learning environment, especially for children and young adults who regularly use gaming for recreational purposes. Due to the evolving nature of education, gaming provides a transformative learning experience for diverse students. The Handbook of Research on Gaming Trends in P-12 Education provides current research intended to aid educators, school administrators, and game developers in teaching today’s youth in a technology-immersive society. This publication melds together gaming for entertainment purposes as well as gaming applied within educational settings with an emphasis on P-12 classrooms. Featuring exhaustive coverage on topics relating to virtual reality, game design, immersive learning, distance learning through 3D environments as well as best practices for gaming implementation in real-world settings, this handbook of research is an essential addition to the reference collection of international academic libraries.
Commemorating the 25th anniversary of the Telecommunications Policy Research Conference (TPRC), this volume begins with a historical survey of a quarter-century of TPRC meetings as one measure of change in and research about the telecommunications industry. Additional papers reflecting the ongoing pace of change in technological, economic, and policy issues are organized around four topics: * economic analysis of local and international telephone policy; * media industry studies including video competition, guidelines for children's educational television, and the setting of AM stereo standards; * applications and policy regarding the Internet; and * comparative studies in telephone and satellite policy. Collectively, the contents of this volume assess key issues for scholars, policymakers, and practitioners. Research reported in this volume illustrates the continually expanding scope of scholarly concerns about the telecommunications and information industry and contributes to further policy research and analysis.
This book constitutes the thoroughly refereed post-conference proceedings of the 4th IFIP WG 13.6 Working Conference on Human Work Interaction Design, HWID 2015, held in London, UK, in June 2015. The 15 revised full papers presented were carefully selected for inclusion in this volume. The papers reflect many different areas and address many complex and diverse work domains, focusing on the integration of work analysis and interaction design methods for pervasive and smart workplaces. They are organized in the following sections: methodologies; environment, and specific contexts.
The iGeneration has learned to adapt rapidly to technological change. Tech-savvy students multi-task with consummate ease, accessing email on smart-phones, researching assignments on tablets, reading a book on Kindle, while drinking a flat white and listening to iTunes in the background. How does the tertiary educational curriculum meet the learning needs of students whose attention transitions rapidly between mediums and messages? The complexity and pace of modern technological change has left the theological educational sector gasping, as it struggles to devise pedagogically engaging online distance learning materials in traditional disciplines and teach units with significant relational a...
Computer-Generated Images (CGIs) are widely used and accepted in the world of entertainment but the use of the very same visualization techniques in academic research in the Arts and Humanities remains controversial. The techniques and conceptual perspectives on heritage visualization are a subject of an ongoing interdisciplinary debate. By demonstrating scholarly excellence and best technical practice in this area, this volume is concerned with the challenge of providing intellectual transparency and accountability in visualization-based historical research. Addressing a range of cognitive and technological challenges, the authors make a strong case for a wider recognition of three-dimensio...
This book contains the refereed proceedings of the 5th Scandinavian Conference on Information Systems, SCIS 2014, held in Ringsted, Denmark, in August 2014. The theme for this book as well as for the conference is “Designing Human Technologies.” The theme combines the interplay of people with technology—a classic theme in Scandinavian information systems research—with a growing interest within the IS research field in design and design science research. The nine papers accepted for SCIS 2014 were selected from 22 submissions.