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Digital Simulations for Improving Education: Learning Through Artificial Teaching Environments
  • Language: en
  • Pages: 540

Digital Simulations for Improving Education: Learning Through Artificial Teaching Environments

  • Type: Book
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  • Published: 2009-04-30
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  • Publisher: IGI Global

Contains research and current trends used in digital simulations of teaching, surveying the uses of games and simulations in teacher education.

Gaming for Classroom-Based Learning: Digital Role Playing as a Motivator of Study
  • Language: en
  • Pages: 358

Gaming for Classroom-Based Learning: Digital Role Playing as a Motivator of Study

  • Type: Book
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  • Published: 2010-05-31
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  • Publisher: IGI Global

As part of an international dialogue between researchers in educational technology, this title investigates where games can motivate students to learn and improve their knowledge and skills.

Transforming Virtual World Learning
  • Language: en
  • Pages: 399

Transforming Virtual World Learning

A practical guide on how to transform your ideas from virtual world course ware to virtual world learning experiences. It argues that setting up learning in 3D virtual worlds requires a transformative approach.

Handbook of Research on Practices and Outcomes in E-Learning: Issues and Trends
  • Language: en
  • Pages: 603

Handbook of Research on Practices and Outcomes in E-Learning: Issues and Trends

  • Type: Book
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  • Published: 2009-10-31
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  • Publisher: IGI Global

"This book includes a selection of world-class chapters addressing current research, case studies, best practices, pedagogical approaches and strategies, related resources and projects related to e-learing"--Provided by publisher.

An Analysis of Two Decades of Educational Technology Publications
  • Language: en
  • Pages: 204

An Analysis of Two Decades of Educational Technology Publications

  • Type: Book
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  • Published: 2018-05-11
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  • Publisher: Springer

This book presents a challenging and multi-faceted research project that required state-of-the-art methodological approaches. The project involved analyzing data collected from 10,000 research articles published in ten leading journals in the area of educational technology over 20 years, from January 1994 to December 2014; advanced analytic approaches such as latent semantic analysis; and expert insights and interpretations of the subject matter. It captures the trends in a number of research streams within the discipline of educational technology and identifies the point in time when a massive change took place. This is a significant achievement given that, in epistemology and philosophy of...

Handbook of Research on Effective Electronic Gaming in Education
  • Language: en
  • Pages: 1577

Handbook of Research on Effective Electronic Gaming in Education

  • Type: Book
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  • Published: 2008-07-31
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  • Publisher: IGI Global

"This book presents a framework for understanding games for educational purposes while providing a broader sense of current related research. This creative and advanced title is a must-have for those interested in expanding their knowledge of this exciting field of electronic gaming"--Provided by publisher.

Interdisciplinary Perspectives on Virtual Place-Based Learning
  • Language: en
  • Pages: 178

Interdisciplinary Perspectives on Virtual Place-Based Learning

This book explores how virtual place-based learning and research has been interpreted and incorporated into learning environments both within and across disciplinary perspectives. Contributing authors highlight the ways in which they have employed a variety of methodologies to engage students in the virtual exploration of place. In the process, they focus on the approaches they have used to bring the real world closer through virtual exploration. Chapters examine how the resources of the urban environment have been tapped to design student research projects within the context of an interdisciplinary course. In this way, authors highlight how virtual place-based learning has employed the tools of mapping and data visualization, information literacy, game design, digital storytelling, and the creation of non-fiction VR documentaries. This book makes a valuable contribution to the literature, offering a model of how the study of place can be employed in creative ways to enhance interdisciplinary learning.

Computer Applications for Modeling, Simulation, and Automobile
  • Language: en
  • Pages: 338

Computer Applications for Modeling, Simulation, and Automobile

  • Type: Book
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  • Published: 2012-11-07
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  • Publisher: Springer

This book comprises the refereed proceedings of the International Conferences, MAS and ASNT 2012, held in conjunction with GST 2012 on Jeju Island, Korea, in November/December 2012. The papers presented were carefully reviewed and selected from numerous submissions and focus on the various aspects of modeling and simulation, and automotive science and technology.

AC/E Digital Culture Annual Report.
  • Language: en
  • Pages: 190

AC/E Digital Culture Annual Report.

  • Categories: Art

The AC/E Digital Culture Annual Report is a publication which looks at the impact of the internet on our society. Its aim is to delve into the transformation happening within the arts and culture sector and to help entities and professionals create experiences that are in line with the expectations of 21st century consumers. The first part of the 2018 edition brings together texts from professionals in the arts and culture sector as well as from experts in the digital field, in order to get up to speed on important issues regarding main trends. Every year the second part of the edition (Focus) looks at the changes happening among readers and reading material. The aim is to outline a map of d...

Handbook of Research on Practices and Outcomes in Virtual Worlds and Environments
  • Language: en
  • Pages: 404

Handbook of Research on Practices and Outcomes in Virtual Worlds and Environments

  • Type: Book
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  • Published: 2011-07-31
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  • Publisher: IGI Global

Handbook of Research on Practices and Outcomes in Virtual Worlds and Environments not only presents experienced professionals with the most recent and advanced developments in the field, but it also provides clear and comprehensive information for novice readers. The handbook introduces theoretical aspects of virtual worlds, disseminates cutting-edge research, and presents first-hand practices in virtual world development and use. The balance of research, theory, and applications includes exploration of design innovations, new virtual reality technologies, virtual communities, pedagogical design, and the future of virtual worlds and environments.