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Lesson Study has been shown to be a systematic way of building teachers’ knowledge by allowing them to share their knowledge with each other. While much has been written about the benefits of Lesson Study in science and mathematics education, this book analyses its impact on education for children with special needs. It studies the ways in which the Lesson Study process is implemented in different educational contexts in the Netherlands, Singapore, the UK, and Sweden—countries which propagate more inclusive learning environments regardless of varying degrees of student capacities. In addition to making transcultural comparisons regarding concepts, procedures, and instruments in the use of Lesson Study in these four countries, this book will provide practice-based suggestions for teachers to formulate collaborative lesson plans.
This book presents the state of the art technology in Serious Games which is driven extensive by applications and research in simulation. The topics in this book include: (1) Fashion simulation; (2) Chinese calligraphy ink diffusion simulation; (3) Rehabilitation (4) Long vehicle turning simulation; (5) Marine traffic conflict control; (6) CNC simulation; (7) Special needs education. The book also addresses the fundamental issues in Simulation and Serious Games such as rapid collision detection, game engines or game development platforms. The target audience for this book includes scientists, engineers and practitioners involved in the field of Serious Games and Simulation. The major part of this book comprises of papers presented at the 2012 Asia-Europe Workshop on Serious Games and Simulation held in Nanyang Technological University, Singapore (May 9, 2012). All the contributions have been peer reviewed and by scientific committee members with report about quality, content and originality.
This book consists of chapters that present the state-of-the-art research on mixed reality, simulation and serious games with applications in four main educational topics: (1) K-12 STEAM Education; (2) Tertiary/Professional Education; (3) Special Needs Education; and (4) Cultural, Social & Museum Education. The chapters of the book present a multi-facet view on different approaches to deal with challenges that surround the uptake of educational applications of mixed reality, simulations and serious games in various practices. The different approaches highlight challenges and potential solutions and provide future directions for mixed reality, simulation and serious games research, for the de...
This book introduces state-of-the-art research on simulation and serious games for education. The major part of this book is based on selected work presented at the 2014 Asia-Europe Symposium on Simulation and Serious Games held in Windesheim University of Applied Sciences, the Netherlands (Oct 1–2, 2014). It covers three major domains of education applications that use simulation and serious games: Science, Technology, Engineering and Mathematics (STEM) Education; Special Needs Education and Humanity and Social Science Education. Researchers and developers in simulation and serious games for education benefit from this book, and it also offers educators and professionals involved in training insights into the possible applications of simulation and serious games in various areas.
This book constitutes the refereed proceedings of the 19th International Conference on Virtual Reality and Mixed Reality, EuroXR 2022, held in Stuttgart, Germany, in September 2022. The 6 full and 2 short papers were carefully reviewed and selected from 37 submissions. The conference presents contributions on results and insights in Virtual Reality (VR), Augmented Reality (AR), and Mixed Reality (MR), commonly referred to under the umbrella of Extended Reality (XR), including software systems, immersive rendering technologies, 3D user interfaces, and applications.
What is the meaning of positive education and work? What are the pedagogical premises of well-being? What about the foundations of flourishing at work? Is this knowledge enough for a holistic picture, or is there still a need for some special perspectives of well-being? This volume is based on the positive psychological research approaches implemented in various research settings that cover the whole lifespan. It critically discusses the idea of positive education and work and their connection to life-long positive development and flourishing from multiple perspectives. It can serve broadly as a textbook or course literature for education and work-related research studies. It is research-based, and will appeal to educators and researchers in many disciplines, such as the social sciences, social work, educational administration, and leadership, although it will also be of interest to anyone with an interest in positive psychology.
Offering voices from the field – the first of its kind outside of Japan – this guide to teaching and learning elementary mathematics highlights real case examples from teachers and educators who share what they have learned through Lesson Study. The teachers’ reports provide vivid examples of new insights and ideas about mathematics, about pedagogy and lesson design, about student learning, and about professional collaboration gained through Lesson Study. Each report includes an abbreviated plan of the specific research lesson that led to the new insights, which readers can draw from to replicate the powerful learning in their own community. The case examples of this book are from Less...
This open access book brings together theoretical, empirical, methodological, and practical insights from various countries on effective teaching. It particularly focuses on discussing issues pertaining to effective teaching behaviour including definitions and conceptualizations, measurement, differences, and importance to student outcomes from international perspectives. The book will draw upon the rich cultures with diverse contexts involving Asia, Australia, Africa, America, and Europe which serve as the background setting to better understand teaching quality from a wide spectrum of educational systems and performances. It shows that effective teaching behaviour can be conceptualized and...
This book presents selected research and development on virtual reality (VR) and serious games (SG) applications to assist children with Autism Spectrum Disorder (ASD) in their learning of different skills. Children with ASD have challenges to learn skills of learning, living, and working, due to their cognitive and behavioral limitations. The authors and their research teams of this book have many years’ research experience developing innovative and interactive VR and SG technology for the special needs education. More specifically, several VR serious games are designed to train children with ASD on learning skill, life skill, and job skill. Such games are often developed based on the needs of special education and used by special needs schools in Singapore. This book is a useful resource for students, scholars, and designers of learning material who want to embrace VR and SG for children with ASD.
This book constitutes the thoroughly refereed post-conference proceedings of the 4th International Conference on Higher Education Learning Methodologies and Technologies Online, HELMeTO 2022, held in Palermo, Italy, in September 2022. The 59 revised papers presented were carefully reviewed and selected from a total of 126 submissions. The papers present recent research on challenges of implementing emerging technology solution for online, online learning pedagogical frameworks, online learning technologies in practice, online learning strategies and resources, etc.