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Analyzes different techniques of computer-based instruction, and explains how to use computers effectively in any educational setting.
Most chapters begin with "Introduction" and conclude with "Conclusion," "References and Bibliography," and "Summary." Preface. I. GENERAL PRINCIPLES. Introduction. A Short History of Educational Computing. When to Use the Computer to Facilitate Learning. The Process of Instruction. Methodologies for Facilitating Learning. Two Foundations of Interactive Multimedia. Developing Interactive Multimedia. Learning Principles and Approaches. Behavioral Psychology Principles. Cognitive Psychology Principles. Constructivist Psychology Principles. The Constructivist - Objectivist Debate. General Features of Software for Learning. Learner Control of a Program. Presentation of Information. Providing Help...
The editors of this volume have assembled recent articles discussing elements of each of the several commonly used psychosocial interventions -- including relapse prevention therapy, community reinforcement, voucher-based programs, self-help therapies, and motivational enhancement therapy--in addition to research-based articles that demonstrate the efficacy of these approaches. The selections in this book will provide the reader with a broad overview of the field as well as the specific information needed to use these therapies in a variety of clinical settings.
Often, organizations have difficulties in recognizing the need to change. Nicole Zimmermann investigates the barriers to, but also in particular the drivers of organizational change. From the case-specific as well as from a generic study, a structural model results that is able to explain how environmental and cognitive drivers, inertia and managerial attention interact.
Get in the game and start building games for the iPhone or iPad! Whether you only have a little experience with iOS programming or even none at all, this accessible guide is ideal for getting started developing games for the iPhone and iPad. Experienced developer and author Patrick Alessi presents the iOS system architecture, gives you the step-by-step of game development, and introduces the languages used to develop games. From the basic building blocks to including drawing, responding to user interaction, animation, and sound, this book provides a one-stop-shop for getting your game up and running. Explores the tools and methodology used to develop games for the iPhone and iPad Requires no previous experience with building a game for the iOS platform Details how iOS games require different considerations than other applications Addresses working with the Xcode programming environment, how to draw with the Quartz 2D API, ways to handle user input, and techniques for incorporating animation with Core Animation and sound with Core Audio If you're ready to jump on the gaming app bandwagon, then this book is what you need to get started!
Proceedings of the 2nd International Conference on Quran and Hadith Studies Information Technology and Media in Conjunction with the 1st International Conference on Islam, Science and Technology, ICONQUHAS & ICONIST, Bandung, October 2-4, 2018, Indonesia Now-days, Multimedia devices offer opportunities in transforming the Quran and Hadith into different forms of use, and into extended areas of studies. Technology information offers challenges as well as opportunity. Therefore, Faculty of Ushuluddin, UIN (the State Islamic University) Syarif Hidayatullah Jakarta, of UIN Sunan Gunung Djati Bandung, and UIN Maulana Malik Ibrahim Malang held jointly the 2nd International Conference on Qur’an and Hadith Studies (ICONQUHAS 2018) and the 1st International Conference on Islam, Science, and Technology (ICONIST2018), with the theme “Qur’an-Hadith, Information Technology, and Media: Challenges and Opportunities”. This conference aims at bringing together scholars and researchers to share their knowledge and their research findings. This publication resulted from the selected papers of these conferences
One outcome of recent progress in educational technology is strong interest in providing effective support for learning in complex and ill-structured domains. We know how to use technology to promote understanding in simpler domains (e.g., orientation information, procedures with minimal-branching, etc.), but we are less sure how to use technology to support understanding in more complex domains (e.g., managing limited resources, understanding environmental impacts, etc.). Such domains are increasingly significant for society. Technology (e.g., collaborative tele-learning, digital repositories, interactive simulations, etc.) can provide conceptually and functionally rich domains for learning...
Developments in both computer hardware and Perhaps the greatest impact has been felt by the software over the decades have fundamentally education community. Today, it is nearly changed the way people solve problems. impossible to find a college or university that has Technical professionals have greatly benefited not introduced mathematical computation in from new tools and techniques that have allowed some form, into the curriculum. Students now them to be more efficient, accurate, and creative have regular access to the amount of in their work. computational power that were available to a very exclusive set of researchers five years ago. This Maple V and the new generation of mathematical...