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Showing 1 - 10 of 10 matches in All Departments
This volume focuses on games to manage and facilitate rehabilitation. It emphasizes user practice, attitudes, and experience, and their changing place within developing rehabilitation frameworks. It looks at how users have adopted, integrated, and innovated with games to facilitate rehabilitation. Topics include game technology, game design and accessibility, web-based technologies vs pervasive and mobile technologies, social and collaborative aspects, and rehabilitative outcome. Games for rehabilitation are gaining interest from different communities such as medicine, psychology, and rehabilitation. A distinction can be made between games specifically made for rehabilitative purposes and games made for the general public but that are used in rehabilitation as well. Games have allowed the building of new/complementary forms for rehabilitation and offered new options to produce rehabilitative activities and experiences.
This open access book addresses the growing trend in the field of early childhood education and care (ECEC) research named collaborative knowledge building in which researchers and ECEC personnel collaborate. This kind of research encompasses a number of approaches, such as design studies, action studies, Learning Studies, Lesson Studies, and combined research and development studies. There are important differences between these approaches, but they also share some features, which makes it possible to see them as examples of a particular tradition of knowledge building. Collaborative knowledge building constitutes close ties between developing practices of early childhood education and care, and generating empirically grounded theoretical knowledge. This book contributes to the methodology of practices-developing research by mapping this movement through exemplifying themes actualised in such studies, and through conceptualizing important and recurring gains and challenges. It also describes how the latter can be taken on.
* Outlines a holistic, evidence-based mindset shift for designing and implementing technology-rich learning experiences that are attentive to social concerns such as equity, ethics, play, diversity, and democratic participation. * Driven by a balance of theoretical and methodological chapters with grounded empirical bases. * Concludes with a future-focused discussion about upcoming digital competencies and the implications of applying design-oriented approaches to digital learning practices.
* Outlines a holistic, evidence-based mindset shift for designing and implementing technology-rich learning experiences that are attentive to social concerns such as equity, ethics, play, diversity, and democratic participation. * Driven by a balance of theoretical and methodological chapters with grounded empirical bases. * Concludes with a future-focused discussion about upcoming digital competencies and the implications of applying design-oriented approaches to digital learning practices.
This book constitutes the proceedings of two conferences: The 6th International Conference on ArtsIT, Interactivity and Game Creation (ArtsIT 2017) and the Second International Conference on Design, Learning and Innovation (DLI 2017). The event was hosted in Heraklion, Crete, Greece, in October 2017 and attracted 65 submissions from which 50 full papers were selected for publication in this book. The papers represent a forum for the dissemination of cutting-edge research results in the area of arts, design and technology, including open related topics like interactivity and game creation.
This book constitutes the proceedings of two conferences: The 5th International Conference on ArtsIT, Interactivity and Game Creation (ArtsIT 2016) and the First International Conference on Design, Learning and Innovation (DLI 2016). ArtsIT is reflecting trends in the expanding field of digital art, interactive art, and how game creation is considered an art form. The decision was made to augment the title of ArtsIT to be in future known as "The International Conference on Interactivity, Game Creation, Design, Learning, and Innovation". The event was hosted in Esbjerg, Denmark in May 2016 and attracted 76 submissions from which 34 full papers were selected for publication in this book. The papers represent a forum for the dissemination of cutting-edge research results in the area of arts, design and technology.
This book constitutes the refereed post-conference proceedings the 7th International Conference on Design, Leaning and Innovation, DLI 2022, which took place in Faro, Portugal, in November 21-22, 2022. The 4 revised full papers and 2 short papers presented were carefully selected from 32 submissions on. They were organized in topical sections as follows: Digital Environments and Design Processes Fostering Learning and Interaction, Designs for Innovative Learning with Digital Technology, Digital Approaches Shaping Educational Practices.
This open access book addresses the growing trend in the field of early childhood education and care (ECEC) research named collaborative knowledge building in which researchers and ECEC personnel collaborate. This kind of research encompasses a number of approaches, such as design studies, action studies, Learning Studies, Lesson Studies, and combined research and development studies. There are important differences between these approaches, but they also share some features, which makes it possible to see them as examples of a particular tradition of knowledge building. Collaborative knowledge building constitutes close ties between developing practices of early childhood education and care, and generating empirically grounded theoretical knowledge. This book contributes to the methodology of practices-developing research by mapping this movement through exemplifying themes actualised in such studies, and through conceptualizing important and recurring gains and challenges. It also describes how the latter can be taken on.
This book constitutes the refereed post-conference proceedings the 6th EAI International Conference on Design, Leaning and Innovation, DLI 2021, which took place in December 2021. Due to COVID-19 pandemic the conference was held virtually. The theme for DLI 2021 was "Shifting boundaries to discover novel ways and emerging technologies to realise human needs, ideas, and desires" targeting a conceptualisation of the effects and impact of digital technologies for, in an inclusive and playful way, fostering human beings to realising their needs, ideas and desires. The 17 revised full papers presented were carefully selected from 36 submissions and are organized in four thematic sessions on: digital technologies, design and learning; tools and models; artificial intelligence, virtual reality and augmented reality in learning; innovative designs and learning.
This book constitutes the refereed post-conference proceedings of two conferences: The 7th EAI International Conference on ArtsIT, Interactivity and Game Creation (ArtsIT 2018), and the 3rd EAI International Conference on Design, Learning, and Innovation (DLI 2018). Both conferences were hosed in Braga, Portugal, and took place October 24-26, 2018. The 51 revised full papers presented were carefully selected from 106 submissions. ArtsIT , Interactivity and Game Creation is meant to be a place where people in arts, with a keen interest in modern IT technologies, meet with people in IT, having strong ties to art in their works. The event also reflects the advances seen in the open related topics Interactivity (Interaction Design, Virtual Reality, Augmented Reality, Robotics) and Game Creation (Gamification, Leisure Gaming, GamePlay). ArtsIT has been successfully co-located with DLI as the design, learning and innovation frame the world of IT, opening doors into an increasingly playful worlds. So the DLI conference is driven by the belief that tools, techniques and environments can spark and nature a passion for learning, transformation domains such as education, rehabilitation/therapy, work places and cultural institutions.
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