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It is a pleasure to offer you this book containing papers about ICT and education from the World Computer Congress 2006 (WCC 2006), held in Santiago, Chile and sponsored by the International Federation for Information Processing (IFIP). A lot of people worked very hard to make this event happen and to produce this book. The programme committee with IFIP members from around the world issued a call for papers inspiring almost 80 people to submit papers, posters, demonstrations, and workshops to the IFIP TC3 (Technical Committee on Education) sub-conference of WCC 2006. The submitted papers were reviewed by a large group of referees to select the papers to be presented at the conference. What i...
Security is probably the most critical factor for the development of the "Information Society". E-government, e-commerce, e-healthcare and all other e-activities present challenging security requirements that cannot be satisfied with current technology, except maybe if the citizens accept to waive their privacy, which is unacceptable ethically and socially. New progress is needed in security and privacy-preserving technologies. On these foundations, the IFIP/SEC conference has been established from the eighties as one of the most important forums for presenting new scientific research results as well as best professional practice to improve the security of information systems. This balance b...
The two-volume set LNAI 13653 and 13654 constitutes the refereed proceedings of the 11th Brazilian Conference on Intelligent Systems, BRACIS 2022, which took place in Campinas, Brazil, in November/December 2022. The 89 papers presented in the proceedings were carefully reviewed and selected from 225 submissions. The conference deals with theoretical aspects and applications of artificial and computational intelligence.
As obras básicas codificadas por Allan Kardec representam um grande acervo de informações e conhecimentos. A despeito disso, às vezes nos vemos diante de indagações acerca de temas diversos, do cotidiano, da História ou da Ciência. Qual seria a resposta a essas indagações, sob a perspectiva espírita? Onde buscar esclarecimentos nas obras básicas e em outras obras subsidiárias da literatura espírita? Visando contribuir para o movimento espírita, este livro busca trazer uma visão espírita sobre um conjunto de 40 temas organizados em quatro partes: Biologia, Civilizações e povos antigos, Sociedade e Tecnologia. Cada um dos temas, por sua vez, é organizado em quatro seções fundamentais: questionamento(s) que motivou(aram) o estudo do tema; uma base teórica sucinta contendo informações encontradas em fontes que, de modo geral, não são reconhecidas como espíritas; uma visão espírita e de espíritas sobre o tema; e sugestões para estudo, que incluem referências bíblicas, obras básicas, obras subsidiárias e obras não espíritas.
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Essa obra nasce para auxiliar gestores e professores em reflexões e ações interessantes com foco na ação pedagógica. A BNCC objetiva a promoção da equidade por meio de uma formação integral do cidadão. A integralidade da educação trata do desenvolvimento intelectual, social, físico, emocional e cultural, compreendidos como fundamentais para a excelência na construção dos saberes. Esse livro, mostra que as aprendizagens essenciais, foram estabelecidas por meio de dez competências gerais que nortearão o trabalho das escolas e dos professores em todos os anos e componentes curriculares.
This volume brings together research on how gameplay data in serious games may be turned into valuable analytics or actionable intelligence for performance measurement, assessment, and improvement. Chapter authors use empirical research methodologies, including existing, experimental, and emerging conceptual frameworks, from various fields, such as: computer science software engineering educational data mining statistics information visualization. Serious games is an emerging field where the games are created using sound learning theories and instructional design principles to maximize learning and training success. But how would stakeholders know what play-learners have done in the game environment, and if the actions performance brings about learning? Could they be playing the game for fun, really learning with evidence of performance improvement, or simply gaming the system, i.e., finding loopholes to fake that they are making progress? This volume endeavors to answer these questions.
With the continued application of gaming for training and education, which has seen exponential growth over the past two decades, this book offers an insightful introduction to the current developments and applications of game technologies within educational settings, with cutting-edge academic research and industry insights, providing a greater understanding into current and future developments and advances within this field. Following on from the success of the first volume in 2011, researchers from around the world presents up-to-date research on a broad range of new and emerging topics such as serious games and emotion, games for music education and games for medical training, to gamific...