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This book introduces new concepts and mechanisms regarding the usage of both social media interactions and artifacts for peer education in digital educational games. Digital games in general, and digital educational games in particular, represent an area with a high potential for interdisciplinary innovation, not only from an information technology standpoint, but also from social science, psychological and didactic perspectives. This book presents an interdisciplinary approach to educational games, which is centered on information technology and aims at: (1) improving digital management by focusing on the exchange of learning outcomes and solution assessment in a peer-to-peer network of learners; (2) achieving digital implementation by using forms of interaction to change the course of educational games; and (3) providing digital support by fostering group-formation processes in educational situations to increase both the effects of educational games and knowledge exchange at the individual level. In addition to a systematic analysis of the relationship between software architecture, educational games and social media applications, the book also presents the implemented IT systems' architectures and algorithmic solutions as well as the resulting applicable evaluation findings from the field of interactive multimedia learning.
Engineering. --- Communications Engineering, Networks. --- Computers and Education. --- Applications of Mathematics. --- Educational Technology. --- Pedagogic Psychology. --- Education. --- Mathematics. --- Telecommunication. --- Education --- Ingénierie --- Mathématiques --- Télécommunications --- Psychology. --- Educational games. --- Interactive multimedia. --- Peer teaching. --- Electrical & Computer Engineering --- Engineering & Applied Sciences --- Electrical Engineering --- Computer-assisted instruction. --- Multimedia systems. --- Instructional systems --- Design. --- Hypermedia systems --- Interactive media --- Instructional design --- Computer-based multimedia information systems --- Multimedia computing --- Multimedia information systems --- Multimedia knowledge systems --- CAI (Computer-assisted instruction) --- Computer-aided instruction --- Computer-assisted learning --- Computer based instruction --- Computer-enhanced learning --- Electronic data processing in programmed instruction --- ILSs (Integrated learning systems) --- Integrated learning systems --- Microcomputer-aided instruction --- Microcomputer-assisted instruction --- Microcomputer-assisted learning --- Microcomputer-based instruction --- Teaching --- Data processing --- Applied mathematics. --- Engineering mathematics. --- Educational technology. --- Electrical engineering. --- Educational psychology. --- Data processing. --- Information storage and retrieval systems --- Educational technology --- Programmed instruction --- Telematics --- Computer software --- Psychology, Educational --- Psychology --- Child psychology --- Math --- Science --- Children --- Education, Primitive --- Education of children --- Human resource development --- Instruction --- Pedagogy --- Schooling --- Students --- Youth --- Civilization --- Learning and scholarship --- Mental discipline --- Schools --- Training --- Electric communication --- Mass communication --- Telecom --- Telecommunication industry --- Telecommunications --- Communication --- Information theory --- Telecommuting --- Education—Data processing. --- Instructional technology --- Technology in education --- Technology --- Educational innovations --- Engineering --- Engineering analysis --- Mathematical analysis --- Electric engineering --- Aids and devices --- Mathematics
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This book introduces new concepts and mechanisms regarding the usage of both social media interactions and artifacts for peer education in digital educational games. Digital games in general, and digital educational games in particular, represent an area with a high potential for interdisciplinary innovation, not only from an information technology standpoint, but also from social science, psychological and didactic perspectives. This book presents an interdisciplinary approach to educational games, which is centered on information technology and aims at: (1) improving digital management by focusing on the exchange of learning outcomes and solution assessment in a peer-to-peer network of learners; (2) achieving digital implementation by using forms of interaction to change the course of educational games; and (3) providing digital support by fostering group-formation processes in educational situations to increase both the effects of educational games and knowledge exchange at the individual level. In addition to a systematic analysis of the relationship between software architecture, educational games and social media applications, the book also presents the implemented IT systems' architectures and algorithmic solutions as well as the resulting applicable evaluation findings from the field of interactive multimedia learning.
Educational psychology --- Computer assisted instruction --- Audiovisual methods --- Teaching --- Mathematics --- Electrical engineering --- Applied physical engineering --- Mass communications --- interactief onderwijs --- toegepaste wiskunde --- pedagogische psychologie --- onderwijstechnologie --- economie --- onderwijs --- computerondersteund onderwijs --- opvoeding --- wiskunde --- elektrotechniek --- communicatietechnologie
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This book constitutes the refereed proceedings of the 10th European Conference on Technology Enhanced Learning, EC-TEL 2015, held in Toledo, Spain, in September 2015. The 27 full papers, 19 short papers, 9 demo papers and 23 posters were carefully reviewed and selected from 176 submissions. They address topics such as blended learning; self-regulated and self directed learning; reflective learning; intelligent learning systems; learning communities; learning design; learning analytics; learning assessment; personalization and adaptation; serious games; social media; massive open online courses (MOOCs); schools of the future.
Computer science. --- Information storage and retrieval. --- User interfaces (Computer systems). --- Education --- Computer Science. --- Computers and Education. --- Information Systems Applications (incl. Internet). --- User Interfaces and Human Computer Interaction. --- Information Storage and Retrieval. --- Data processing. --- Computer uses in education --- Computers in education --- Educational computing --- Microcomputer uses in education --- Microcomputers in education --- Interfaces, User (Computer systems) --- Informatics --- Human-machine systems --- Human-computer interaction --- Science --- Education. --- Information storage and retrieva. --- Children --- Education, Primitive --- Education of children --- Human resource development --- Instruction --- Pedagogy --- Schooling --- Students --- Youth --- Civilization --- Learning and scholarship --- Mental discipline --- Schools --- Teaching --- Training --- Information storage and retrieval systems. --- Automatic data storage --- Automatic information retrieval --- Automation in documentation --- Computer-based information systems --- Data processing systems --- Data storage and retrieval systems --- Discovery systems, Information --- Information discovery systems --- Information processing systems --- Information retrieval systems --- Machine data storage and retrieval --- Mechanized information storage and retrieval systems --- Computer systems --- Electronic information resources --- Data libraries --- Digital libraries --- Information organization --- Information retrieval --- Computer science --- Information storage and retrieval systems --- User interfaces (Computer systems) --- Education—Data processing. --- Application software. --- Application computer programs --- Application computer software --- Applications software --- Apps (Computer software) --- Computer software
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This book constitutes the refereed proceedings of the 10th European Conference on Technology Enhanced Learning, EC-TEL 2015, held in Toledo, Spain, in September 2015. The 27 full papers, 19 short papers, 9 demo papers and 23 posters were carefully reviewed and selected from 176 submissions. They address topics such as blended learning; self-regulated and self directed learning; reflective learning; intelligent learning systems; learning communities; learning design; learning analytics; learning assessment; personalization and adaptation; serious games; social media; massive open online courses (MOOCs); schools of the future.
Information retrieval --- Computer assisted instruction --- Teaching --- Programming --- Computer architecture. Operating systems --- Information systems --- Computer. Automation --- applicatiebeheer --- apps --- informatica --- onderwijs --- computerondersteund onderwijs --- opvoeding --- informatiesystemen --- architectuur (informatica) --- interfaces
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