Proceedings of the 6th international conference on Learning sciences

Proceedings of the 6th international conference on Learning sciences
Author: Anonim
Publsiher: Unknown
Total Pages: 0
Release: 2004
Genre: Electronic Book
ISBN: OCLC:1416672880

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Proceedings of the 6th International Conference on Learning Innovation and Quality Education ICLIQE 2022

Proceedings of the 6th International Conference on Learning Innovation and Quality Education  ICLIQE 2022
Author: Moh Salimi,Gunarhadi,Ratna Hidayah,Dewanta Arya Nugraha
Publsiher: Springer Nature
Total Pages: 1302
Release: 2024-01-02
Genre: Education
ISBN: 9782384761142

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This is an open access book. The 6th International Conference on Learning Innovation and Quality Education​ (ICLIQE 2022) is organized by Faculty of Teacher Training and Education. The purpose of the ICLIQE 2022 activity is as a forum to accommodate researchers, academics, educators and education staff, consultants, government and other stakeholders to share perspectives related to educational trends seen from the perspective of society 5.0 era which includes the fields of science and technology education, social and humanities, management education, basic education, special education, early childhood education, guidance and counseling, curriculum, and educational evaluation and innovation.

Embracing Diversity in the Learning Sciences

Embracing Diversity in the Learning Sciences
Author: Yasmin B. Kafai
Publsiher: Taylor & Francis
Total Pages: 688
Release: 2012-10-12
Genre: Education
ISBN: 9781135605032

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More than a decade has passed since the First International Conference of the Learning Sciences (ICLS) was held at Northwestern University in 1991. The conference has now become an established place for researchers to gather. The 2004 meeting is the first under the official sponsorship of the International Society of the Learning Sciences (ISLS). The theme of this conference is "Embracing Diversity in the Learning Sciences." As a field, the learning sciences have always drawn from a diverse set of disciplines to study learning in an array of settings. Psychology, cognitive science, anthropology, and artificial intelligence have all contributed to the development of methodologies to study learning in schools, museums, and organizations. As the field grows, however, it increasingly recognizes the challenges to studying and changing learning environments across levels in complex social systems. This demands attention to new kinds of diversity in who, what, and how we study; and to the issues raised to develop coherent accounts of how learning occurs. Ranging from schools to families, and across all levels of formal schooling from pre-school through higher education, this ideology can be supported in a multitude of social contexts. The papers in these conference proceedings respond to the call.

Games Based Learning Advancements for Multi Sensory Human Computer Interfaces Techniques and Effective Practices

Games Based Learning Advancements for Multi Sensory Human Computer Interfaces  Techniques and Effective Practices
Author: Connolly, Thomas,Stansfield, Mark,Boyle, Liz
Publsiher: IGI Global
Total Pages: 394
Release: 2009-05-31
Genre: Education
ISBN: 9781605663616

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Explores the theory and practice of games-based learning, promoting the development and adoption of best practices. Provides a combination of theoretical chapters as well as practical case studies.

Advances in Core Computer Science Based Technologies

Advances in Core Computer Science Based Technologies
Author: George A. Tsihrintzis,Maria Virvou
Publsiher: Springer Nature
Total Pages: 449
Release: 2020-06-18
Genre: Technology & Engineering
ISBN: 9783030411961

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This book introduces readers to some of the most significant advances in core computer science-based technologies. At the dawn of the 4th Industrial Revolution, the field of computer science-based technologies is growing continuously and rapidly, and is developing both in itself and in terms of its applications in many other disciplines. Written by leading experts and consisting of 18 chapters, the book is divided into seven parts: (1) Computer Science-based Technologies in Education, (2) Computer Science-based Technologies in Risk Assessment and Readiness, (3) Computer Science-based Technologies in IoT, Blockchains and Electronic Money, (4) Computer Science-based Technologies in Mobile Computing, (5) Computer Science-based Technologies in Scheduling and Transportation, (6) Computer Science-based Technologies in Medicine and Biology, and (7) Theoretical Advances in Computer Science with Significant Potential Applications in Technology. Featuring an extensive list of bibliographic references at the end of each chapter to help readers probe further into the application areas of interest to them, this book is intended for professors, researchers, scientists, engineers and students in computer science-related disciplines. It is also useful for those from other disciplines wanting to become well versed in some of the latest computer science-based technologies.

Developments in Current Game Based Learning Design and Deployment

Developments in Current Game Based Learning Design and Deployment
Author: Felicia, Patrick
Publsiher: IGI Global
Total Pages: 454
Release: 2012-07-31
Genre: Education
ISBN: 9781466618657

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Educational gaming is becoming more popular at universities, in the military, and in private business. Multidisciplinary research which explores the cognitive and psychological aspects that underpin successful educational video games is therefore necessary to ensure proper curriculum design and positive learning outcomes. Developments in Current Game-Based Learning Design and Deployment highlights the latest research from professionals and researchers working in the fields of educational games development, e-learning, multimedia, educational psychology, and information technology. It promotes an in-depth understanding of the multiple factors and challenges inherent to the design and integration of game-based Learning environments.

Serious Games in Education

Serious Games in Education
Author: Simon Egenfeldt-Nielsen,Bente Meyer,Birgitte Holm Soerensen
Publsiher: Aarhus Universitetsforlag
Total Pages: 203
Release: 2011-12-31
Genre: Education
ISBN: 9788771242591

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In the global culture of education, game-based learning needs to be an integrated part of formal education, and not just an 'exotic spice' for many educators, as it is today. The critical role of the educator as a facilitator, gatekeeper and enabler of serious games is often downplayed. Therefore a comparison across regions is needed so that we do not limit the potential of transferring best practice, research results and the development of games across borders. This book deals with three key questions: How are serious games understood and designed? How do they establish themselves in learning and education locally? And, how can games as a learning culture be explored in a global perspective?

Robots in K 12 Education A New Technology for Learning

Robots in K 12 Education  A New Technology for Learning
Author: Barker, Bradley S.
Publsiher: IGI Global
Total Pages: 434
Release: 2012-02-29
Genre: Education
ISBN: 9781466601833

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"This book explores the theory and practice of educational robotics in the K-12 formal and informal educational settings, providing empirical research supporting the use of robotics for STEM learning"--Provided by publisher.