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A curious ambiguity surrounds errors in professional working contexts: they must be avoided in case they lead to adverse (and potentially disastrous) results, yet they also hold the key to improving our knowledge and procedures. In a further irony, it seems that a prerequisite for circumventing errors is our remaining open to their potential occurrence and learning from them when they do happen. This volume, the first to integrate interdisciplinary perspectives on learning from errors at work, presents theoretical concepts and empirical evidence in an attempt to establish under what conditions professionals deal with errors at work productively—in other words, learn the lessons they contai...
There is at present no publication specifically dedicated to analyzing the philosophical implications of augmented reality, especially regarding knowledge formation, which constitutes a fundamental trait of knowledge society. That is why this volume includes an analysis of the applications and implications of augmented reality. While applications cover diverse fields like psychopathology and education, implications concern issues as diverse as negative knowledge, group cognition, the internet of things, and ontological issues, among others. In this way, it is intended not only to generate answers, but also, to draw attention to new problems that arise with the diffusion of augmented reality. In order to contemplate these problems from diverse perspectives, the auhors are from a variety of fields - philosophy, computer sciencess, education, psychology, and many more. Accordingly, the volume offers varied and interesting contributions which are of interest to professionals from multiple disciplines.
Comprising 15 chapters the book offers perspectives from Finland, Germany, New Zealand and Australia and across a range of occupations and places of work. Individually and collectively these chapters make important contributions to learning about the self and agency at work and about learning work tasks.
In this groundbreaking book, Andrea English challenges common assumptions by arguing that discontinuous experiences, such as uncertainty and struggle, are essential to the learning process. To make this argument, Dr English draws from the works of two seminal thinkers in philosophy of education - nineteenth-century German philosopher J. F. Herbart and American pragmatist John Dewey. English's analysis considers Herbart's influence on Dewey, inverting the accepted interpretation of Dewey's thought as a dramatic break from modern European understandings of education. Three key concepts - transformational learning, tact in teaching, and perfectibility - emerge from this analysis to revitalize our understanding of education as a transformational process. Dr English's comparative approach interweaves European and Anglo-American traditions of educational thought with a contemporary scholarly perspective, contributing to a work that is both intellectually rewarding and applicable to a classroom setting. The result is a book that is essential reading for philosophers and scholars of education, as well as educators.
This book presents some of the most advanced leading-edge technology for the fourth Industrial Revolution -- known as “Industry 4.0.” The book provides a comprehensive understanding of the interconnections of AI, IoT, big data and cloud computing as integral to the technologies that revolutionize the way companies produce and distribute products and the way local governments deliver their services. The book emphasizes that at every phase of the supply chain, manufactures are found to be interweaving AI, robotics, IoT, big data/machine learning, and cloud computing into their production facilities and throughout their distribution networks. Equally important, the authors show how their research can be applied to computer vision, cyber security, database and compiler theory, natural language processing, healthcare, education and agriculture. Presents the fundamentals of AI, IoT, and cloud computing and how they can be incorporated in Industry 4.0 applications Motivates readers to address challenges in the areas of speech communication and signal processing Provides numerous examples, case studies, technical descriptions, and approaches of AI/ML
Emotions, Technology, and Digital Games explores the need for people to experience enjoyment, excitement, anxiety, anger, frustration, and many other emotions. The book provides essential information on why it is necessary to have a greater understanding of the power these emotions have on players, and how they affect players during, and after, a game. This book takes this understanding and shows how it can be used in practical ways, including the design of video games for teaching and learning, creating tools to measure social and emotional development of children, determining how empathy-related thought processes affect ethical decision-making, and examining how the fictional world of game play can influence and shape real-life experiences. - Details how games affect emotions—both during and after play - Describes how we can manage a player's affective reactions - Applies the emotional affect to making games more immersive - Examines game-based learning and education - Identifies which components of online games support socio-emotional development - Discusses the impact of game-based emotions beyond the context of games
Research suggests two important roles of emotion related to learning and technology. First, emotion can be the key factor that is being learned or taught through technological means. Second, emotional responses with and through technology can alter what is being learned or how the content is learned. The goal of this volume is to compile and synthesize research that addresses these two perspectives by focusing on the relationship between emotion and learning as facilitated by technology. The book is divided into four sections to represent the specific interest related to emotion and learning: Theory and Overview of Emotions and Learning; Emotions and Learning Online; Technology for Emotional Pedagogy with Students; and Technology of Emotional Pedagogy with Teachers. - Provides a deeper theoretical and empirical perspective of emotion and learning - Discusses how blended and online learning impact our ability to share emotion or learn emotion - Explores how students learn emotion, share emotion, and how it impacts their ability to learn - Examines how teachers learn emotion, share, emotion, and how it impacts their ability to teach through technology - Addresses student diversity
Learning by erring Is it possible to learn from your mistakes? While there is evidence to the positive, there is also evidence suggesting that whether mistakes may teach you anything depends on genetic disposition as well as supervisors handling those mistakes. Apparently, it is of utter importance to see how things cannot work, what things are not like, and what you do not know. Through this negative knowledge, learning through errors may be achieved. In this book, the authors look at errors and their potentials for the learning process, as well as the sort of environment that does make a positive difference concerning these concepts.
The creative strategies in Design for Transformative Learning offer a playful and practical approach to learning from and adapting to a rapidly changing world. Seeing continuous learning as more than the periodic acquisition of new skills this book presents a design-led approach to revising the stories we tell ourselves, unlearning old habits and embracing new practices. This book maps learning opportunities across the contemporary landscape, narrating global case studies from K12, higher education, design consultancies and researchers. It offers narrative context, best practices and emergent strategies for how designers can partner in the important work of advancing a lifetime of learning. ...
Exploring the connections between technology, emotions, and behaviors is increasingly important as we spend more and more time online and in digital environments. Technology, Emotions, and Behavior explains the role of technology in the evolution of both emotions and behaviors, and their interaction with each other. It discusses emotion modeling, distraction, and contagion as related to digital narrative and virtual spaces. It examines issues of trust and technology, behaviors used by individuals who are cut off from technology, and how individuals use technology to cope after disasters such as Hurricane Sandy. Technology, Emotions and Behaviors ends by exploring the construct of empathy and perspective-taking through online videos and socially shared activities. Practitioners and researchers will find this text useful in their work. - Reviews the intersection between emotional contagion and emotional socialization theory in virtual interactions - Examines cross-cultural communicative feedback - Discusses the multi-dimensions of trust in technology - Covers "digilante" rhetoric and its emotional appeal - Devotes an entire section to cyberbullying