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Artificial Intelligence for Education
  • Language: en
  • Pages: 151

Artificial Intelligence for Education

What learning, teaching, and education will be in the next future is an open question. Nevertheless, believing that an increasing prevalence of AI may not influence the education field seems objectively unlikely. In recent years, the new renaissance of AI has stimulated discussion on how advances in AI can influence the educational sector and the future educational policies and the impact of AI on Technology-Enhanced Learning (TEL). On the other side, the attention of the education sector in artificial intelligence is complemented by the consideration that, since the early days of AI, researchers have shown for the education sector, which has often seen education as one of the preferred appl...

Mind Over Brain, Brain Over Mind: Cognitive Causes and Consequences of Controlling Brain Activity
  • Language: en
  • Pages: 136

Mind Over Brain, Brain Over Mind: Cognitive Causes and Consequences of Controlling Brain Activity

This Research Topic combines articles aiming to gain a better understanding on different factors that determine whether people are successful or not in controlling computerized devices with brain signals. Since decades, technological advancements in neuroscience allow the interpretation of brain signals and their translation into control messages (Brain-computer interface (BCI)). Moreover, the control of brain signals can be used to induce changes in cognition and behavior (Neurofeedback (NF)). However, the break-through of this technology for the broad population in real-world applications has not yet arrived. Various factors have been related to the individual success in controlling comput...

Game-Based Assessment Revisited
  • Language: en
  • Pages: 361

Game-Based Assessment Revisited

The capabilities and possibilities of emerging game-based learning technologies bring about a new perspective of learning and instruction. This, in turn, necessitates alternative ways to assess the kinds of learning that are taking place in the game-based environments. The field has been broadening the focus of assessment in game environments (i.e., what we measure), developing processes and methodologies that go beyond psychometrics practices (i.e., how we go about assessment in games), and implementing the game-based assessment (GBA) in real contexts. The current state of the field calls for a revisit of this topic to understand what we have learned from the research on this topic, and how...

Games and Learning Alliance
  • Language: en
  • Pages: 613

Games and Learning Alliance

This book constitutes the refereed proceedings of the 8th International Conference on Games and Learning Alliance, GALA 2019, held in Athens, Greece, in November 2019. The 38 regular papers presented together with 19 poster papers were carefully reviewed and selected from 76 submissions. The papers cover the following topics: serious game design and pedagogical foundations; AI and technology for SG; gamification; applications and case studies; and posters. The chapter "Cyber Chronix, Participatory Research Approach to Develop and Evaluate a Storytelling Game on Personal Data Protection Rights and Privacy Risks" is available open access under a CC BY 4.0 license at link.springer.com.

Games and Learning Alliance
  • Language: en
  • Pages: 451

Games and Learning Alliance

  • Type: Book
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  • Published: 2019-01-31
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  • Publisher: Springer

This book constitutes the refereed proceedings of the 7th International Conference on Games and Learning Alliance, GALA 2018, held in Palermo, Italy, in December 2018.The 38 revised regular papers presented together with 9 poster papers were carefully reviewed and selected from 68 submissions. The papers cover the following topics: games for skills training; game design; methods and tools; gamification and innovative game approaches.

Embodied Cognition over the Lifespan and in Applied Settings
  • Language: en
  • Pages: 293

Embodied Cognition over the Lifespan and in Applied Settings

While Embodied Cognition has now been accepted as mainstream in Cognitive Science, the study of its potential contribution to understding child developemnt and ageing, as well as its potential applications, is still in its infancy. This collection of articles explores the contribution of Embodied Cognition to studying the lifespan and potential applied fields. The contributions are theoretical and empirical and offer an important framework for future research and its applications.

Psychology, Pedagogy, and Assessment in Serious Games
  • Language: en
  • Pages: 522

Psychology, Pedagogy, and Assessment in Serious Games

  • Type: Book
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  • Published: 2013-11-30
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  • Publisher: IGI Global

"This book addresses issues the potential of games to support learning and change behaviour offering empirical evidence pertaining to the effectiveness of Serious Games in the key areas of psychology, pedagogy, and assessment"--

Games and Learning Alliance
  • Language: en
  • Pages: 458

Games and Learning Alliance

This book constitutes the refereed proceedings of the 9th International Conference on Games and Learning Alliance, GALA 2020, held in Laval, France, in December 2020. The 35 full papers and 10 short papers were carefully reviewed and selected from 77 submissions. The papers cover a broad spectrum of topics: Serious Game Design; Serious Game Analytics; Virtual and Mixed Reality Applications; Gamification Theory; Gamification Applications; Serious Games for Instruction; and Serious Game Applications and Studies.

Games and Learning Alliance
  • Language: en
  • Pages: 356

Games and Learning Alliance

This book constitutes the refereed proceedings of the 11th International Conference on Games and Learning Alliance, GALA 2022, held in Tampere, Finland, in November/December 2022. The 27 full papers and 9 short papers were carefully reviewed and selected from 61 submissions. The papers cover a broad spectrum of topics: Serious Games and Game Design; Serious Games for Instruction; Serious Game for Digital Literacy and Numeracy; Novel Approaches and Application Domains; Taxonomies and Evaluation Frameworks.

Education in Computer Generated Environments
  • Language: en
  • Pages: 194

Education in Computer Generated Environments

  • Type: Book
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  • Published: 2013-10-15
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  • Publisher: Routledge

This book examines the implications of computer-generated learning for curriculum design, epistemology, and pedagogy, exploring the ways these technologies transform the relationship between knowledge and learning, and between teachers and students. It argues that these technologies and practices have the potential to refocus on the human factors that are at the center of the learning process.