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This book promotes student-centered approaches to the learning
process, allowing students to develop skills and competences that
traditional, passive learning methods cannot foster. In turn,
supporting active learning with digital technology tools creates
new possibilities in terms of pedagogical design and
implementation. This book addresses the latest research and
practice in the use of technology to promote active learning. As
such, on the one hand, it focuses on active pedagogical
methodologies like problem-based learning, design thinking and
agile approaches; on the other, it presents best practice cases on
the use of digital environments to support these methodologies.
Readers will come to understand and learn to apply active learning
methodologies, either by replicating the best practices presented
here, or by creating their own methods.
This book promotes student-centered approaches to the learning
process, allowing students to develop skills and competences that
traditional, passive learning methods cannot foster. In turn,
supporting active learning with digital technology tools creates
new possibilities in terms of pedagogical design and
implementation. This book addresses the latest research and
practice in the use of technology to promote active learning. As
such, on the one hand, it focuses on active pedagogical
methodologies like problem-based learning, design thinking and
agile approaches; on the other, it presents best practice cases on
the use of digital environments to support these methodologies.
Readers will come to understand and learn to apply active learning
methodologies, either by replicating the best practices presented
here, or by creating their own methods.
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Serious Games, Interaction and Simulation - 6th International Conference, SGAMES 2016, Porto, Portugal, June 16-17, 2016, Revised Selected Papers (Paperback, 1st ed. 2017)
Carlos Vaz de Carvalho, Paula Escudeiro, Antonio Coelho
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R2,031
Discovery Miles 20 310
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Ships in 10 - 15 working days
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This book constitutes the thoroughly refereed post-conference
proceedings of the 6th International Conference on Serious Games,
Interaction and Simulation, SGAMES 2016, held in Porto, Portugal,
in June 2016. The 19 revised full papers presented together with 2
keynote papers and an editorial introduction were carefully
reviewed and selected from all the submissions. The papers cover
areas like cognition, psychology, technology-enhanced education,
evaluation and assessment, multimedia and information technology
and feature new scientific approaches and results from experiments
and real-life applications.
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Serious Games, Interaction, and Simulation - 5th International Conference, SGAMES 2015, Novedrate, Italy, September 16-18, 2015, Revised Selected Papers (Paperback, 1st ed. 2016)
Carlos Vaz de Carvalho, Paula Escudeiro, Antonio Coelho
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R1,589
Discovery Miles 15 890
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Ships in 10 - 15 working days
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This volume constitutes the proceedings of the 5th International
Conference on Serious Games, Interaction, and Simulation, held in
Novedrate, Italy, in September 2015. The 16 revised full papers
together with 2 keynote papers were carefully reviewed and selected
for inclusion in this book. They focus on the design, development,
use, and application of games for purposes other than
entertainment. As such they cover areas like cognition, psychology,
technology-enhanced education, evaluation and assessment,
multimedia and information technology, and feature new scientific
approaches and results from experiments and real-life applications.
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E-Learning, E-Education, and Online Training - Second International Conference, eLEOT 2015, Novedrate, Italy, September 16-18, 2015, Revised Selected Papers (Paperback, 1st ed. 2016)
Giovanni Vincenti, Alberto Bucciero, Carlos Vaz de Carvalho
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R2,491
Discovery Miles 24 910
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Ships in 10 - 15 working days
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This book constitutes the proceedings of the Second International
Conference on E-Learning, E-Education, and Online Training, eLEOT
2015, held in Novedrate, Italy, in September 2015. The 26 revised
full papers presented were carefully reviewed and selected from 52
submissions. They focus on e-learning and distance education in
science, technology, engineering and math.
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E-Learning, E-Education, and Online Training - First International Conference, eLEOT 2014, Bethesda, MD, USA, September 18-20, 2014, Revised Selected Papers (Paperback, 2014 ed.)
Giovanni Vincenti, Alberto Bucciero, Carlos Vaz de Carvalho
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R1,968
Discovery Miles 19 680
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Ships in 10 - 15 working days
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This book constitutes the thoroughly refereed post-conference
proceedings of the First International Conference on E-Learning,
E-Education, and Online Training (eLEOT 2014) held in Bethesda, MD,
USA, in September 2014. The 22 revised full papers presented were
carefully reviewed and selected from numerous submissions and focus
topics such as web based tools, augmented reality, mobile learning,
teaching frameworks and platforms, virtual learning environments.
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