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This book constitutes the refereed proceedings of the Joint Conference of the Interdisciplinary Research Group on Technology, Education, Communication, and the Scientific Network on Critical and Flexible Thinking, held in Ghent, Belgium, in October 2011. The 12 papers in this volume represent extended versions of the 20 papers presented at the conference and selected from numerous submissions. The conference brought together scholars and researchers who study the use of serious games in educational settings from different perspectives, such as instructional design, domain specific didactics, cognitive and computer science.
The book introduces techniques to improve the effectiveness of serious games in relation to cognition and motivation. These techniques include ways to improve motivation, collaboration, reflection, and the integration of gameplay into various contexts. The contributing authors expand upon this broad range of techniques, show recent empirical research on each of these techniques that discuss their promise and effectiveness, then present general implications or guidelines that the techniques bring forth. They then suggest how serious games can be improved by implementing the respective technique into a particular game.
"This book presents research on the most recent technological developments in all fields of knowledge or disciplines of computer games development, including planning, design, development, marketing, business management, users and behavior"--Provided by publisher.
This book constitutes the refereed proceedings of the 4th International Conference on Games and Learning Alliance, GALA 2015, held in Rome, Italy, in December 2015. The 33 revised full papers and 15 short papers presented were carefully reviewed and selected from 102 submissions. The papers presented cover a variety of aspects and knowledge fields. They are grouped around the following topics: games for health, games for mobility, pervasive gaming and urban mobility.
This book describes research outcomes on domain-specific serious games. The first part of the book focuses on the design and major characteristics of actual (mainly math-related) serious games. The second part of the book presents recent empirical studies on these games, exploring topics such as the effectiveness of serious games for learning and increasing motivation and the influence of learners’ domain-specific and game competencies. The integration of serious games into the curriculum and subsequent performance and motivation outcomes are also presented.
This book constitutes the refereed proceedings of the First International Conference on Interdisciplinary Research on Technology, Education and Communication, ITEC 2010, held in Kortrijk, Belgium, in May 2010. The 11 revised full papers presented were carefully reviewed and selected from 38 submissions. The papers address all current issues within the fields of computer sciences, applied linguistics, methodology, and educational technology with special emphasis on topics such as distributed decision support, agent based systems, heuristic optimization, heuristics for data mining, distributed search, pervasive learning, mobile learning electronic language learning environments, language testing, CorpusCALL, authoring systems statistical modelling, item response theory, data mining, electronic assessment adaptive and adaptable learning environments, instructional design, game-based learning, learner characteristics, mobile learning.
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...
Die Studie von Bettina Schneider liefert wertvolle Einblicke in den Aufbau eines Verständnisses zu ERP- (Enterprise-Resource-Planning) Systemen. Eine Besonderheit liegt in der ganzheitlichen Betrachtungsweise, die Lernende und Experten mit unterschiedlichen Erfahrungshintergründen in die Untersuchungen einbezieht. Die Autorin verwendet ein Forschungsdesign, welches die Theorien der Phänomenographie und des Conceptual Change innovativ miteinander vereint. Die Ausarbeitungen münden in einen Ergebnisraum mit fünf Stufen, die sich jeweils durch eine spezifische Kombination von Vorstellungen zu ERP-Systemen herausbilden. Drei der insgesamt fünf Verständnisebenen stellen Schwellenkonzepte mit transformierender Wirkung dar. Im Fokus des Buches steht die Erarbeitung sowie Validierung des Entwicklungsmodells. Darüber hinaus wird ein auf den Studienergebnissen aufbauendes Lehrkonzept für ERP-Systeme skizziert.
Este volumen contiene los trabajos presentados en el I Simposio de Pensamiento Contemporáneo, celebrado en la Universidad Técnica Particular de Loja (UTPL) durante los días 23 y 24 de enero de 2019 y cuyo tema central fue las «Nuevas Tecnologías en la Educación» (SPC–NTE). Este Simposio tuvo como objetivo fomentar la interacción entre personas de diferentes formaciones e intereses en la discusión de problemas y soluciones relevantes para la educación en la era digital, a fin de intercambiar ideas sobre prácticas e investigaciones que busquen comprender, mejorar y ampliar el uso de las nuevas tecnologías en los procesos de enseñanza–aprendizaje en los más diferentes contexto...