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Technology Enhanced Learning (TEL) is a very broad and increasingly mature research field. It encompasses a wide variety of research topics, ranging from the study of different pedagogical approaches and teaching/learning strategies and techniques, to the application of advanced technologies in educational settings such as the use of different kinds of mobile devices, sensors and sensor networks to provide the technical foundation for context-aware, ubiquitous learning. The TEL community has also been exploring the use of artificial intelligence tools and techniques for the development of intelligent learning environments capable of adapting to learners’ needs and preferences and providing...
Research Skills Among Undergraduate Students: Case Studies from the Humanities and Sciences at Dublin City University (Francoise Blin and Sheelagh Wickham); (24) Untying the Accountancy Knot: The Design, Development and Implementation of Interactive Animations and Simulations to Support Underperforming 1st Year Accountancy Students, Including Those with Dyslexia (Frances Boylan, Pauline Rooney, Fionnghuala Kelly, Jennifer McConnell, Alice Luby, Elaine Mooney, Rebecca Maughan, Dan Shanahan, Daniel King and Tony Kiely); (25) Using Prediction Markets to Create an Active Learning Environment in Large Groups (Patrick Buckley and John Garvey); (26) Crossing Borders through Cyberspace: A Social Wor...
This book is an invitation to delve into the world of Game-Based Learning, to understand the many facets that make games a truly interesting and effective tool to teach and train in the 21st century. It includes nine chapters which were initially presented at the iGBL conference, a conference held throughout Ireland, where researchers, practitioners, students and other stakeholders meet and share their interest in games and education. These chapters touch on some very important topics, including games for health; formal education; poetry and games; science teaching through mobile games; relaxation with gaming devices; and accounting for disabilities with handheld devices. Together, these chapters illustrate the advancements in the field of Game-Based Learning, the challenges faced by developers and educators, as well as the opportunities that this medium can offer. Each chapter is written with practicality in mind in an effort to provide the reader with both a solid theoretical approach and background, coupled to some practical guidelines and suggestions that can be applied easily.
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These proceedings represent the work of researchers participating in the 9th European Conference on Games-Based Learning, which is being hosted this year by Nord-Trondelag University College, Steinkjer, Norway, on the 8-9 October 2015. The Conference has become a key platform for individuals to present their research findings, display their work in progress and discuss conceptual advances in many different areas and specialties within Games-Based Learning. It also offers the opportunity for like-minded individuals to meet, discuss and share knowledge. ECGBL continues to evolve and develop, and the wide range of papers and topics will ensure an interesting two-day conference. In addition to t...
The classic EC series, presented as a deluxe-size trade paperback! This high-quality trade reprints the issues #7–#12 of the pulp-comic classic Shock SuspenStories! Featuring 24 stories by the all-star artistic talents of Al Feldstein, Jack Kamen, Jack Davis, Joe Orlando, Al Williamson, and Wally Wood.