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Technology Supported Active Learning - Student-Centered Approaches (Paperback, 1st ed. 2021): Carlos Vaz de Carvalho, Merja... Technology Supported Active Learning - Student-Centered Approaches (Paperback, 1st ed. 2021)
Carlos Vaz de Carvalho, Merja Bauters
R3,181 Discovery Miles 31 810 Ships in 10 - 15 working days

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.

Technology Supported Active Learning - Student-Centered Approaches (Hardcover, 1st ed. 2021): Carlos Vaz de Carvalho, Merja... Technology Supported Active Learning - Student-Centered Approaches (Hardcover, 1st ed. 2021)
Carlos Vaz de Carvalho, Merja Bauters
R4,487 Discovery Miles 44 870 Ships in 10 - 15 working days

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.

Serious Games, Interaction and Simulation - 6th International Conference, SGAMES 2016, Porto, Portugal, June 16-17, 2016,... 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
R2,161 Discovery Miles 21 610 Ships in 10 - 15 working days

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.

Serious Games, Interaction, and Simulation - 5th International Conference, SGAMES 2015, Novedrate, Italy, September 16-18,... 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
R1,684 Discovery Miles 16 840 Ships in 10 - 15 working days

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.

E-Learning, E-Education, and Online Training - Second International Conference, eLEOT 2015, Novedrate, Italy, September 16-18,... 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
R2,653 Discovery Miles 26 530 Ships in 10 - 15 working days

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.

E-Learning, E-Education, and Online Training - First International Conference, eLEOT 2014, Bethesda, MD, USA, September 18-20,... 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
R2,096 Discovery Miles 20 960 Ships in 10 - 15 working days

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.

Game-Based Learning, Gamification in Education and Serious Games (Hardcover): Carlos Vaz de Carvalho, Antonio Coelho Game-Based Learning, Gamification in Education and Serious Games (Hardcover)
Carlos Vaz de Carvalho, Antonio Coelho
R1,764 R1,444 Discovery Miles 14 440 Save R320 (18%) Ships in 10 - 15 working days
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