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This book introduces new concepts and mechanisms regarding the usage of both social media interactions and artifacts for peer education in digital educational games. Digital games in general, and digital educational games in particular, represent an area with a high potential for interdisciplinary innovation, not only from an information technology standpoint, but also from social science, psychological and didactic perspectives. This book presents an interdisciplinary approach to educational games, which is centered on information technology and aims at: (1) improving digital management by focusing on the exchange of learning outcomes and solution assessment in a peer-to-peer network of lea...
Contributors consider what it means to "fake" a personality assessment, why and how people try to obtain particular scores on personality tests, and what types of tests people can successfully manipulate. The authors present and discuss the usefulness of a range of traditional and cutting-edge methods for detecting and controlling the practice of faking.
Summarizing a decade of research in game design and learning, Postsecondary Play will appeal to higher education scholars and students of learning, online gaming, education, and the media.
The nature of technology has changed since Artificial Intelligence in Education (AIED) was conceptualised as a research community and Interactive Learning Environments were initially developed. Technology is smaller, more mobile, networked, pervasive and often ubiquitous as well as being provided by the standard desktop PC. This creates the potential for technology supported learning wherever and whenever learners need and want it. However, in order to take advantage of this potential for greater flexibility we need to understand and model learners and the contexts with which they interact in a manner that enables us to design, deploy and evaluate technology to most effectively support learning across multiple locations, subjects and times. The AIED community has much to contribute to this endeavour. This publication contains papers, posters and tutorials from the 2007 Artificial Intelligence in Education conference in Los Angeles, CA, USA.
Race and Culturally Responsive Inquiry in Education examines how assumptions about race and culture have shaped US education research and the interpretation and implementation of its results. This ambitious volume sheds light on the detrimental effects of educational praxis and policies that have characterized communities of color and historically underserved communities as deficient. It reveals how such bias has affected many facets of educational inquiry, from research design and planning to education policy making and evaluation practices. The provocative essays in this work challenge traditional suppositions about whose evidence matters, highlighting approaches for reframing educational ...
Prominent experts from science and the humanities explore issues in robot ethics that range from sex to war. Robots today serve in many roles, from entertainer to educator to executioner. As robotics technology advances, ethical concerns become more pressing: Should robots be programmed to follow a code of ethics, if this is even possible? Are there risks in forming emotional bonds with robots? How might society—and ethics—change with robotics? This volume is the first book to bring together prominent scholars and experts from both science and the humanities to explore these and other questions in this emerging field. Starting with an overview of the issues and relevant ethical theories,...
This volume discusses issues surrounding workforce readiness in the 21st century. Leading experts from psychology, education, and the workforce present cutting-edge research on the topic. Building Better Students stands at the forefront of offering readers promising new directions for reducing the emerging skills gap.
In this commentary Boice highlights and explains Matthew's unique perspective on Jesus as the Messiah or King of Israel.
Examines the making of music videos, originally performed by paid professionals, moving through an amateur stage, to a summer camp in 2011, called OMG! Cameras Everywhere.