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Learning by Playing. Game-based Education System Design and Development
  • Language: en
  • Pages: 596

Learning by Playing. Game-based Education System Design and Development

With the widespread interest in digital entertainment and the advances in the technologies of computer graphics, multimedia and virtual reality technologies, the new area of “Edutainment” has been accepted as a union of education and computer entertainment. Edutainment is recognized as an effective way of learning through a medium, such as a computer, software, games or AR/VR applications, that both educates and entertains. The Edutainment conference series was established and followed as a special event for the new interests in e-learning and digital entertainment. The main purpose of Edutainment conferences is the discussion, presentation, and information exchange of scientific and tec...

ICT in Education in Global Context
  • Language: en
  • Pages: 302

ICT in Education in Global Context

  • Type: Book
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  • Published: 2016-02-19
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  • Publisher: Springer

Intended to promote the innovative use of technology in education and promote educational advances all over the world, this volume brings together 16 best-practice cases on technology-enhanced educational innovations. Experts from Turkey, Tunisia, Cyprus, Italy, Malaysia, China, India and Finland have contributed to these cases, highlighting the current state-of-the-art in the use of technology in education in their respective counties. Topics include best practices for designing smart classrooms, effective use of tablets and interactive whiteboards, virtual learning environments, digital learning spaces, game-based learning, synchronous cyber classrooms, micro-courses, among others. The book offers an essential resource on emerging technologies and the educational approaches currently being pursued in different countries to foster effective learning.

Data Analytics Approaches in Educational Games and Gamification Systems
  • Language: en
  • Pages: 255

Data Analytics Approaches in Educational Games and Gamification Systems

Game-based learning environments and learning analytics are attracting increasing attention from researchers and educators, since they both can enhance learning outcomes. This book focuses on the application of data analytics approaches and research on human behaviour analysis in game-based learning environments, namely educational games and gamification systems, to provide smart learning. Specifically, it discusses the purposes, advantages and limitations of applying such approaches in these environments. Additionally, the various smart game-based learning environments presented help readers integrate learning analytics in their educational games and gamification systems to, for instance, a...

Ubiquitous Learning Environments and Technologies
  • Language: en
  • Pages: 261

Ubiquitous Learning Environments and Technologies

  • Type: Book
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  • Published: 2014-09-10
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  • Publisher: Springer

This book focuses on the design and architecture of ubiquitous learning environments, associated technologies, various learning scenarios supported by these environments, and different contexts that arise in environments where the seamless immersion of formal and informal activities and interactions has the potential to contribute to the learning process. With particular focus on adaptivity for individual learners, the book explores the diminishing boundaries of formal and informal learning, and the potential of location-aware context-sensitive approaches that are emerging as successors to the Web 2.0 paradigm.

Edutainment Technologies. Educational Games and Virtual Reality/Augmented Reality Applications
  • Language: en
  • Pages: 582

Edutainment Technologies. Educational Games and Virtual Reality/Augmented Reality Applications

This book constitutes the refereed proceedings of the 6th International Conference on E-learning and Games, Edutainment 2011, held in Taipeh, Taiwan, in September 2011. The 42 full papers were carefully reviewed and selected from 130 submissions. The papers are organized in topical sections on: augemented and mixed reality in education; effectiveness of virtual reality for education; ubiquituous games and ubiquitous technology & learning; future classroom; e-reader and multi-touch; learning performance and achievement; learning by playing; game design and development; game-based learning/training; interactions in games; digital museum and technology, and behavior in games; educational robots and toys; e-learning platforms and tools; game engine/rendering/animations; game-assisted language learning; learning with robots and robotics education; e-portfolio and ICT-enhanced learning; game-based testing and assessment; trend, development and learning process of educational mini games; VR and edutainment.

State-of-the-Art and Future Directions of Smart Learning
  • Language: en
  • Pages: 503

State-of-the-Art and Future Directions of Smart Learning

  • Type: Book
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  • Published: 2015-10-26
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  • Publisher: Springer

This book provides an archival forum for researchers, academics, practitioners and industry professionals interested and/or engaged in reforming teaching and learning methods by transforming today’s learning environments into smart learning environments. It will facilitate opportunities for discussions and constructive dialogue between various stakeholders on the limitations of current learning environments, the need for reform, innovative uses of emerging pedagogical approaches and technologies, and sharing and promoting best practices, which will lead to the evolution, design and implementation of smart learning environments. The focus of the contributions is on the interplay and fusion ...

Challenges and Solutions in Smart Learning
  • Language: en
  • Pages: 146

Challenges and Solutions in Smart Learning

  • Type: Book
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  • Published: 2018-03-09
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  • Publisher: Springer

This book focuses on the interplay between pedagogy and technology, and their fusion for the advancement of smart learning environments. It discusses various components of this interplay, including learning and assessment paradigms, social factors and policies, emerging technologies, innovative application of mature technologies, transformation of curriculum and teaching behavior, transformation of administration, best infusion practices, and piloting of new ideas. The book provides an archival forum for researchers, academics, practitioners and industry professionals interested and/or engaged in reforming teaching and learning methods by promoting smart learning environments. It also facilitates discussions and constructive dialogue among various stakeholders on the limitations of existing learning environments, the need for reform, innovative uses of emerging pedagogical approaches and technologies, and sharing and promoting best practices, leading to the evolution, design and implementation of smart learning environments.

Foundations and Trends in Smart Learning
  • Language: en
  • Pages: 194

Foundations and Trends in Smart Learning

  • Type: Book
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  • Published: 2019-03-14
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  • Publisher: Springer

This book focuses on the interplay between pedagogy and technology, and their fusion for the advancement of smart learning environments. It discusses various components of this interplay, including learning and assessment paradigms, social factors and policies, emerging technologies, innovative application of mature technologies, transformation of curriculum and teaching behavior, transformation of administration, best infusion practices, and piloting of new ideas. The book provides an archival forum for researchers, academics, practitioners and industry professionals interested and/or engaged in reforming teaching and learning methods by promoting smart learning environments. It also facilitates discussions and constructive dialogue among various stakeholders on the limitations of existing learning environments, the need for reform, innovative uses of emerging pedagogical approaches and technologies, and sharing and promoting best practices, leading to the evolution, design and implementation of smart learning environments.

Smart Learning for A Sustainable Society
  • Language: en
  • Pages: 299

Smart Learning for A Sustainable Society

This book collects the proceedings of the 7th International Conference on Smart Learning Environments (ICSLE2023), held in Bangkok, Thailand, as a hybrid conference from 31st Aug to 1st Sep 2023. The proceedings focus on the interplay between pedagogy and technology, and their fusion towards the advancement of smart learning for a sustainable society. This book covers topics such as: artificial intelligence (AI) and smart technologies in education, innovative applications of smart learning, pedagogy, learning approaches and instructional design, online and digital learning spaces, and lessons learned from the COVID-19 pandemic. It serves as a useful reference for stakeholders in the field of education who are interested in emerging technologies and their applications in smart learning, such as researchers, postgraduate students, undergraduate students, as well as policy makers.

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.