Transactions on Edutainment III

Transactions on Edutainment III
Title Transactions on Edutainment III PDF eBook
Author Maiga Chang
Publisher Springer Science & Business Media
Pages 284
Release 2010-01-20
Genre Computers
ISBN 3642112447

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This journal subline serves as a forum for stimulating and disseminating innovative research ideas, theories, emerging technologies, empirical investigations, state-of-the-art methods, and tools in all different genres of edutainment, such as game-based learning and serious games, interactive storytelling, virtual learning environments, VR-based education, and related fields. It covers aspects from educational and game theories, human-computer interaction, computer graphics, artificial intelligence, and systems design. The third volume in this series contains a selection of 12 outstanding contributions from Edutainment 2009, the 4th International Conference on E-Learning and Games, held in Canada in August 2009. The main focus of these papers is on the use of games to stimulate learners. In addition, 10 regular papers are included, presenting a wide range of edutainment tools and applications.

Transactions on Edutainment III

Transactions on Edutainment III
Title Transactions on Edutainment III PDF eBook
Author Maiga Chang
Publisher Springer
Pages 284
Release 2010-01-07
Genre Computers
ISBN 3642112455

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With great pleasure we would like to present the third volume of the journal Trans- tions on Edutainment. This journal, part of the Springer series Lecture Notes in C- puter Science, is devoted to research and development in the field of edutainment. Edutainment, also known as educational entertainment or entertainment-education, denotes all forms of entertainment designed to educate as well as to provide fun. This approach is motivated by the growing demands on individuals for life-long learning and the need to integrate effective learning opportunities throughout life. As such, edutainment has attracted increasing interest in the last few years. The first 12 articles of this issue represent a selection of outstanding contributions from Edutainment 2009, the 4th International Conference on E-Learning and Games held in Canada, in August 2009. The main purpose of the Edutainment conferences is the discussion, presentation, and information exchange of scientific and technological developments in the new community. These 12 papers cover mainly the topic of using games to stimulate learners’ learning motivation, i. e.

Transactions on Edutainment II

Transactions on Edutainment II
Title Transactions on Edutainment II PDF eBook
Author Abdennour El Rhalibi
Publisher Springer Science & Business Media
Pages 323
Release 2009-07-28
Genre Education
ISBN 3642032702

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This volume contains a selection of outstanding contributions from GDTW 2008, the 6th International Conference in Game Design and Technology, which took place in the UK, in November 2008, and Cyberworlds 2008, held in Hangzhou, China, in September 2008.

Transactions on Edutainment IV

Transactions on Edutainment IV
Title Transactions on Edutainment IV PDF eBook
Author Xiaopeng Zhang
Publisher
Pages 288
Release 2011-03-13
Genre
ISBN 9783642144851

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Transactions on Edutainment I

Transactions on Edutainment I
Title Transactions on Edutainment I PDF eBook
Author Abdennour El Rhalibi
Publisher Springer
Pages 315
Release 2008-06-26
Genre Language Arts & Disciplines
ISBN 3540697446

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This volume contains contributions from Edutainment 2008, the 3rd International Conference on E-Learning and Games. It serves as a forum for stimulating and disseminating innovative research ideas, theories, emerging technologies in the field.

Transactions on Edutainment VII

Transactions on Edutainment VII
Title Transactions on Edutainment VII PDF eBook
Author Zhigeng Pan
Publisher Springer
Pages 295
Release 2013-11-19
Genre Computers
ISBN 3642290507

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This journal subline serves as a forum for stimulating and disseminating innovative research ideas, theories, emerging technologies, empirical investigations, state-of-the-art methods, and tools in all different genres of edutainment, such as game-based learning and serious games, interactive storytelling, virtual learning environments, VR-based education, and related fields. It covers aspects from educational and game theories, human-computer interaction, computer graphics, artificial intelligence, and systems design. The 27 papers of this volume deal with virtual humans; graphics rendering and 3D animation; games and 2D animation; and digital media and its applications.

Open Education: from OERs to MOOCs

Open Education: from OERs to MOOCs
Title Open Education: from OERs to MOOCs PDF eBook
Author Mohamed Jemni
Publisher Springer
Pages 362
Release 2016-08-11
Genre Education
ISBN 3662529254

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This book focuses on the emerging phenomenon of Massive Open Online Courses (MOOCs), which are changing the fundamental underpinning of educational systems worldwide and forcing educators and other stakeholders to re-think the way instruction is currently conducted. It examines the origins of MOOCs within the context of the open education movement, and reviews current policies, guidelines and initiatives to promote the use of ICT in education through the development and use of open educational resources from international practices, including implementation and licensing issues. With a particular focus on new trends in MOOCs, the book explores the potential of this emerging paradigm, its rise and its impact on openness in education. Various new initiatives are also presented, including more global examples and those that are more geared to certain regional contexts. The book is intended as a stepping stone for both researchers and practitioners who are looking to approach MOOCs from a holistic perspective.