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This book provides an archival forum for researchers, academics,
practitioners, and industry professionals interested and/or engaged
in the reform of the ways of teaching and learning through
advancing current learning environments towards smart learning
environments. It facilitates opportunities for discussions and
constructive dialogue among various stakeholders on the limitations
of existing learning environments, need for reform, innovative uses
of emerging pedagogical approaches and technologies, and sharing
and promotion of best practices, leading to the evolution, design
and implementation of smart learning environments. This book also
focus on the interplay of pedagogy, technology and their fusion
towards the advancement of smart learning environments. Â
This book presents how to keep working on education in contexts of
crisis, such as emergencies, zones of conflict, wars and health
pandemics such as COVID-19. Specifically, this work shows a number
of strategies to support global learning and teaching in online
settings. Particularly, it first presents how to facilitate
knowledge sharing and raising awareness about a specific crisis, to
increase people's safety, including educators and learners. The
book then discusses various techniques, mechanisms and services
that could be implemented to provide effective learning support for
learners, especially in learning environments that they do not
daily use, such as physical classrooms. Further, the work presents
how to teach and support online educators, no matter if they are
school teachers, university lecturers, youth social workers,
vocational training facilitators or of any other kind. Finally, it
describes worldwide case studies that have applied practical steps
to keep education running during a crisis. This book provides
readers with insights and guidelines on how to maintain learning
undisrupted during contexts of crisis. It also provides basic and
practical recommendations to the various stakeholders in
educational contexts (students, content providers, technology
services, policy makers, school teachers, university lecturers,
academic managers, and others) about flexible, personalised and
effective education in the context of crisis.
This book presents the current state of Open Educational Resources
(OER) within the countries covered by the China's Belt and Road
Initiative. The authors describe eight aspects of OER development
in their countries: infrastructure, policy, resources, open
license, curriculum and teaching methodology, outcome, stakeholders
and impact. This book also conducts a comparative study between
those countries to identify the OER gaps in the Belt and Road
countries. It then offers valuable insights and recommendations for
several stakeholders, including policy makers and educators,
wishing to integrate open educational resources into educational
processes, as well as for those involved in inter-regional open
educational resources cooperation.
This book presents how to keep working on education in contexts of
crisis, such as emergencies, zones of conflict, wars and health
pandemics such as COVID-19. Specifically, this work shows a number
of strategies to support global learning and teaching in online
settings. Particularly, it first presents how to facilitate
knowledge sharing and raising awareness about a specific crisis, to
increase people's safety, including educators and learners. The
book then discusses various techniques, mechanisms and services
that could be implemented to provide effective learning support for
learners, especially in learning environments that they do not
daily use, such as physical classrooms. Further, the work presents
how to teach and support online educators, no matter if they are
school teachers, university lecturers, youth social workers,
vocational training facilitators or of any other kind. Finally, it
describes worldwide case studies that have applied practical steps
to keep education running during a crisis. This book provides
readers with insights and guidelines on how to maintain learning
undisrupted during contexts of crisis. It also provides basic and
practical recommendations to the various stakeholders in
educational contexts (students, content providers, technology
services, policy makers, school teachers, university lecturers,
academic managers, and others) about flexible, personalised and
effective education in the context of crisis.
This book presents the current state of Open Educational Resources
(OER) within the countries covered by the China's Belt and Road
Initiative. The authors describe eight aspects of OER development
in their countries: infrastructure, policy, resources, open
license, curriculum and teaching methodology, outcome, stakeholders
and impact. This book also conducts a comparative study between
those countries to identify the OER gaps in the Belt and Road
countries. It then offers valuable insights and recommendations for
several stakeholders, including policy makers and educators,
wishing to integrate open educational resources into educational
processes, as well as for those involved in inter-regional open
educational resources cooperation.
Game-based learning environments and learning analytics are
attracting increasing attention from researchers and educators,
since they both can enhance learning outcomes. This book focuses on
the application of data analytics approaches and research on human
behaviour analysis in game-based learning environments, namely
educational games and gamification systems, to provide smart
learning. Specifically, it discusses the purposes, advantages and
limitations of applying such approaches in these environments.
Additionally, the various smart game-based learning environments
presented help readers integrate learning analytics in their
educational games and gamification systems to, for instance, assess
and model students (e.g. their computational thinking) or enhance
the learning process for better outcomes. Moreover, the book
presents general guidelines on various aspects, such as collecting
data for analysis, game-based learning environment design, system
architecture and applied algorithms, which facilitate incorporating
learning analytics into educational games and gamification systems.
After a general introduction to help readers become familiar with
the subject area, the individual chapters each discuss a different
aim of applying data analytics approaches in educational games and
gamification systems. Lastly, the conclusion provides a summary and
presents general guidelines and frameworks to consider when
designing smart game-based learning environments with learning
analytics.
This book aims to highlight science education in countries along
the Belt and Road. It consists of 30 chapters divided into three
main parts, namely Arab and African countries, Asian countries and
European countries,. We invited science education experts from 29
"Belt and Road" countries to introduce the current status of
science education in their countries and the new requirements with
the rapid evolution of Information Technology. The major
contributions of this book include: 1) Provide the current status
of science education in countries along the Belt and Road as well
as the requirement for developing and improving science education
in these countries; 2) Discuss new insights of science education in
future years; 3) Inspire stakeholders to take effective initiatives
to develop science education in countries along the Belt and Road.
This book provides an archival forum for researchers, academics,
practitioners, and industry professionals interested and/or engaged
in the reform of the ways of teaching and learning through
advancing current learning environments towards smart learning
environments. It facilitates opportunities for discussions and
constructive dialogue among various stakeholders on the limitations
of existing learning environments, need for reform, innovative uses
of emerging pedagogical approaches and technologies, and sharing
and promotion of best practices, leading to the evolution, design
and implementation of smart learning environments. This book also
focus on the interplay of pedagogy, technology and their fusion
towards the advancement of smart learning environments.
This book aims to highlight science education in countries along
the Belt and Road. It consists of 30 chapters divided into three
main parts, namely Arab and African countries, Asian countries and
European countries,. We invited science education experts from 29
"Belt and Road" countries to introduce the current status of
science education in their countries and the new requirements with
the rapid evolution of Information Technology. The major
contributions of this book include: 1) Provide the current status
of science education in countries along the Belt and Road as well
as the requirement for developing and improving science education
in these countries; 2) Discuss new insights of science education in
future years; 3) Inspire stakeholders to take effective initiatives
to develop science education in countries along the Belt and Road.
Game-based learning environments and learning analytics are
attracting increasing attention from researchers and educators,
since they both can enhance learning outcomes. This book focuses on
the application of data analytics approaches and research on human
behaviour analysis in game-based learning environments, namely
educational games and gamification systems, to provide smart
learning. Specifically, it discusses the purposes, advantages and
limitations of applying such approaches in these environments.
Additionally, the various smart game-based learning environments
presented help readers integrate learning analytics in their
educational games and gamification systems to, for instance, assess
and model students (e.g. their computational thinking) or enhance
the learning process for better outcomes. Moreover, the book
presents general guidelines on various aspects, such as collecting
data for analysis, game-based learning environment design, system
architecture and applied algorithms, which facilitate incorporating
learning analytics into educational games and gamification systems.
After a general introduction to help readers become familiar with
the subject area, the individual chapters each discuss a different
aim of applying data analytics approaches in educational games and
gamification systems. Lastly, the conclusion provides a summary and
presents general guidelines and frameworks to consider when
designing smart game-based learning environments with learning
analytics.
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