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Information Literacy: Key to an Inclusive Society
  • Language: en
  • Pages: 744

Information Literacy: Key to an Inclusive Society

  • Type: Book
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  • Published: 2017-01-26
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  • Publisher: Springer

This book constitutes revised selected papers from the 4th European Conference on Information Literacy, ECIL 2016, held in Prague, Czech Republic, in October 2016. The 52 full and 19 short papers presented in this volume were carefully reviewed and selected from 259 submissions. They were organized in topical sections named: inclusive society and democracy; employability and workplace; various literacies; reading preference: print vs electronic; theoretical aspects; higher education; discipline based studies; research methods; children and youth; country based studies; academic libraries; librarians; and teaching methods and instruction.

Politics of Disinformation
  • Language: en
  • Pages: 228

Politics of Disinformation

POLITICS OF DISINFORMATION Discover a comprehensive exploration of the underlying theories of disinformation, and their impact, from leading voices in the field Politics of Disinformation delivers a thorough discussion of the overwhelming problem of modern fake news in the political arena. The book reviews fundamental theoretical concepts of disinformation and analyzes the impact of new techniques of misinformation and the dissemination of false information in the public space. A group of distinguished authors provide case studies throughout the text to illustrate the effect of disinformation all around the world; including, but not limited to Europe, the Middle East, and South America. The ...

Information Literacy in the Workplace
  • Language: en
  • Pages: 851

Information Literacy in the Workplace

  • Type: Book
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  • Published: 2018-01-25
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  • Publisher: Springer

This book constitutes the refereed post-conference proceedings of the 5th European Conference on Information Literacy, ECIL 2017, held in Saint Malo, France, in September 2017. The 84 revised papers included in this volume were carefully reviewed and selected from 358 submissions. The papers cover a wide range of topics in the field of information literacy and focus on information literacy in the workplace. They are organized in the following topical sections: workplace information literacy, employibility and career readiness; data literacy and research data management; media literacy; copyright literacy; transliteracy, reading literacy, digital literacy, financial literacy, search engine literacy, civic literacy; science literacy; health information literacy; information behavior; information literacy in higher education; information literacy in K-12; information literacy instruction; information literacy and libraries; and theoretical framework.

Les mondes ludiques
  • Language: fr
  • Pages: 237

Les mondes ludiques

Depuis plus de deux décennies, les recherches sur les jeux ont élargi leurs perspectives à différentes facettes des activités ludiques. À partir de plusieurs disciplines, les auteurs de cet ouvrage abordent aussi bien les mondes fictionnels déployés dans les jeux contemporains que les mondes sociaux au sein desquels ils sont créés. Pour ce faire, ils ont choisi d’étudier tous types de jeux, comme les jeux vidéo, les jeux de rôle, les jeux de stratégie et les jeux de société. Ce livre s’intéresse plus spécifiquement à deux aspects des mondes ludiques : d’un côté, les constructions d’univers fictionnels, les processus de production de jeux et les positionnements des employés ; de l’autre, leurs détournements, qui peuvent être aussi bien à visée créative, voire artistique, que des usages sérieux à portée pédagogique ou de médiation.

Bien jouer ensemble
  • Language: fr
  • Pages: 388

Bien jouer ensemble

Les MMORPG, Massively Multiplayer Online Role Playing Games, sont apparus à la fin des années 1990. Cette recherche explore la coordination des joueurs durant ces activités au sein de ces espaces sociotechniques et...

The Chinese Video Game Industry
  • Language: en
  • Pages: 296

The Chinese Video Game Industry

​ The recent and dramatic development of China’s economy and international political muscle is especially pronounced in the country’s video game industry. Now the largest of its kind in the world by gross revenue, the Chinese video game industry impacts every player in the global game market and has begun to directly influence the nature of the video game medium itself. From its conceptualization of the player as a category and commodity, to its approach to the design, development, and marketing of products and services, the Chinese game industry is engaging in a complex, innovative, and fascinating reimagining of the video game as a cultural and industrial force. The purpose of The Ch...

The Digital Social
  • Language: en
  • Pages: 220

The Digital Social

The edited volume aims to present a critical analysis of the current state of research on religion and belief systems in the realm of the ‘Digital Social’. The rapid expansion and democratization of digital technologies in conjunction with the significant shifts taking place within the practices of religion and belief through digital technology demand a critical examination across the social sciences and humanities. These changes call for an overview of not only our current methodological tool box but also the epistemological and ethical considerations that researchers must contend with. The proposed volume provides a critical framework that recognizes that the social, and therefore the religious, cannot be fully understood without recognizing how the digital world actively constitutes notions such as identity, social networks, embodiment, and social institutions. While some specific methods will be discussed, the volume’s emphasis remains on the critical epistemological and logistical considerations that are needed when undertaking this form of research.

Cahiers du LLL n ° 8 – 2020
  • Language: fr
  • Pages: 60

Cahiers du LLL n ° 8 – 2020

Depuis plusieurs années, les institutions du Pôle Louvain utilisent ou expérimentent le jeu comme approche pédagogique. Pourquoi ludifier un dispositif ? Quelles sont les questions clés à se poser en amont ? Comment évaluer les apprentissages ? Quel jeu utiliser ? Comment concevoir un dispositif ludifié ?

Discours narratif, récit non linéaire et communication des connaissances
  • Language: fr
  • Pages: 445

Discours narratif, récit non linéaire et communication des connaissances

Cette recherche s'attache à comprendre la manière dont le récit contribue à la transmission des connaissances lorsqu'il sert de support cognitif au récepteur, employé dans des hypermédias de vulgarisation scientifique.

Dans la peau des gamers
  • Language: fr
  • Pages: 398

Dans la peau des gamers

Les figures de Geeks ou No Life s’invitent quotidiennement dans les médias, à l’école ou dans les échanges familiaux. En passe de devenir le premier loisir domestique à travers le monde, le jeu vidéo marque une rupture culturelle et générationnelle majeure. Dans ce kaléidoscope ludique, les jeux en ligne massivement multijoueurs font figure de symboles de cette vie connectée émergente. Ils fascinent autant qu’ils inquiètent. Désocialisation, enfermement, addiction, sont quelques-unes des nombreuses critiques adressées à ces univers digitaux. Mais c’est leur méconnaissance qui est souvent la source de ces inquiétudes et fonde ces représentations angoissantes.