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Uses case studies, surveys, and literature reviews to critically examine how gaming, simulation, and virtualization are being used to improve teamwork and leadership skills in students, and create engaging communities of practice. This volume discusses a framework for deploying and assessing these technologies.
The two LNCS volume set 9754-9755 constitutes the refereed proceedings of the Second International Conference on Human Aspects of IT for the Aged Population, ITAP 2016, held as part of the 18th International Conference on Human-Computer Interaction, HCII 2016, held in Toronto, ON, Canada, in July 2016, jointly with 14 other thematically conferences. The total of 1287 papers and 186 poster papers presented at the HCII 2016 conferences were carefully reviewed and selected from 4354 submissions. LNCS 9754, Design for Aging (Part I), addresses the following major topics: designing for and with the elderly; technology use and acceptance by older users; psychological and cognitive aspects of interaction and aging; mobile and wearable technologies for the elderly. LNCS 9755, Healthy and Active Aging (Part II), addresses these major topics: smart and assistive environments; aging and social media; aging, learning, training and games; and aging, mobility and driving.
In the digital age, numerous technological tools are available to enhance educational practices. When used effectively, student engagement and mobile learning are significantly increased. Social Media in Education: Breakthroughs in Research and Practice contains a compendium of the latest academic material on the usage, strategies, and applications of social media in education today. Including innovative studies on online networks, social constructivism, and collaborative learning, this publication is an ideal source for educators, professionals, school administrators, researchers, and practitioners in the field of education.
This two-volume set LNCS 14025 and 14026 constitutes the refereed proceedings of the 15th International Conference on Social Computing and Social Media, SCSM 2023, held as part of the 25th International Conference, HCI International 2023, held in Copenhagen, Denmark in July 2023. The total of 1578 papers and 396 posters included in the HCII 2023 proceedings was carefully reviewed and selected from 7472 submissions. The SCSM 2023 conference offers a wide range of topics related to the design, development, assessment, use, and impact of social media.
This book proposes new technologies and discusses future solutions for ICT design infrastructures, as reflected in high-quality papers presented at the 7th International Conference on ICT for Sustainable Development (ICT4SD 2022), held in Goa, India, on 29–30 July 2022. The book covers the topics such as big data and data mining, data fusion, IoT programming toolkits and frameworks, green communication systems and network, use of ICT in smart cities, sensor networks and embedded system, network and information security, wireless and optical networks, security, trust, and privacy, routing and control protocols, cognitive radio and networks, and natural language processing. Bringing together experts from different countries, the book explores a range of central issues from an international perspective.
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.
This book constitutes the refereed proceedings of the 3rd International Conference on Serious Games Development and Applications, SGDA 2012, held in Bremen, Germany in September 2012. The 22 revised full papers presented were carefully reviewed and selected from numerous submissions. The papers cover various topics on serious games including engineering, education, health care, military applications, game design, game study, game theories, virtual reality, 3D visualisation and medical applications of games technology.
"This book addresses the major challenges associated with adopting digital games into a standard curriculum, providing fresh perspectives from current practitioners in the education field"--Provided by publisher.
This volume offers a snapshot of current perspectives on translation studies within the specific historical and socio-cultural framework of Anglo-Italian relations. It addresses research questions relevant to English historical, literary, cultural and language studies, as well as empirical translation studies. The book is divided into four chapters, each covering a specific research area in the scholarly field of translation studies: namely, historiography, literary translation, specialized translation and multimodality. Each case study selected for this volume has been conducted with critical insight and methodological rigour, and makes a valuable contribution to scientific knowledge in the descriptive and applied branches of a discipline that, since its foundation nearly 50 years ago, has concerned itself with the description, theory and practice of translating and interpreting.