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* 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 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.
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Interactivity, Game Creation, Design, Learning, and Innovation - 6th International Conference, ArtsIT 2017, and Second International Conference, DLI 2017, Heraklion, Crete, Greece, October 30-31, 2017, Proceedings (Paperback, 1st ed. 2018)
Anthony L. Brooks, Eva Brooks, Nikolas Vidakis
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R4,565
Discovery Miles 45 650
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Ships in 10 - 15 working days
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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.
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Interactivity, Game Creation, Design, Learning, and Innovation - 5th International Conference, ArtsIT 2016, and First International Conference, DLI 2016, Esbjerg, Denmark, May 2-3, 2016, Proceedings (Paperback, 1st ed. 2017)
Anthony L. Brooks, Eva Brooks
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R2,554
Discovery Miles 25 540
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Ships in 10 - 15 working days
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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.
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Design, Learning, and Innovation - 7th EAI International Conference, DLI 2022, Faro, Portugal, November 21-22, 2022, Proceedings (1st ed. 2023)
Eva Brooks, Jeanette Sjöberg, Anders Kalsgaard Møller, Emma Edstrand
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R1,911
Discovery Miles 19 110
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Ships in 10 - 15 working days
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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:Â 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 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.
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Design, Learning, and Innovation - 6th EAI International Conference, DLI 2021, Virtual Event, December 10-11, 2021, Proceedings (Paperback, 1st ed. 2022)
Eva Brooks, Jeanette Sjoeberg, Anders Kalsgaard Moller
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R2,309
Discovery Miles 23 090
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Ships in 10 - 15 working days
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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.
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Interactivity, Game Creation, Design, Learning, and Innovation - 7th EAI International Conference, ArtsIT 2018, and 3rd EAI International Conference, DLI 2018, ICTCC 2018, Braga, Portugal, October 24-26, 2018, Proceedings (Paperback, 1st ed. 2019)
Anthony L. Brooks, Eva Brooks, Cristina Sylla
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R2,534
Discovery Miles 25 340
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Ships in 10 - 15 working days
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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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