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Showing 1 - 8 of
8 matches in All Departments
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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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R2,683
Discovery Miles 26 830
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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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R2,119
Discovery Miles 21 190
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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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E-Learning, E-Education, and Online Training - Third International Conference, eLEOT 2016, Dublin, Ireland, August 31 - September 2, 2016, Revised Selected Papers (Paperback, 1st ed. 2017)
Giovanni Vincenti, Alberto Bucciero, Markus Helfert, Matthias Glowatz
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R2,255
Discovery Miles 22 550
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Ships in 10 - 15 working days
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This book constitutes the proceedings of the 3rd International
Conference on E-Learning, E-Education, and Online Training, eLEOT
2016, held in Dublin, Ireland, August 31 - September 2, 2016. The
25 revised full papers presented were carefully reviewed and
selected from 35 submissions. They focus on topics as augmented
reality learning, blended learning, learning analytics, mobile
learning, virtual learning environments.
The future success of education depends on technological and
pedagogical innovation. Unbridled by the physical constraints of
both time and space, virtual spaces transcend many limitations of
the typical classroom, where learning depends on presence and
physicality. Multi-User Virtual Environments for the Classroom:
Practical Approaches to Teaching in Virtual Worlds highlights the
work of educators daring enough to teach in these digital
frontiers. Instructors will find cutting-edge teaching ideas in the
theoretical discussions, case studies, and experiments presented in
this book. These insights are applied to variety of subject areas
and pedagogical contexts, including learning foreign languages in
virtual environments, examples which encourage educators to design
and develop new worlds of learning inside the university and
beyond.
Ethical values in computing are essential for understanding and
maintaining the relationship between computing professionals and
researchers and the users of their applications and programs. While
concerns about cyber ethics and cyber law are constantly changing
as technology changes, the intersections of cyber ethics and cyber
law are still underexplored. Investigating Cyber Law and Cyber
Ethics: Issues, Impacts and Practices discusses the impact of cyber
ethics and cyber law on information technologies and society.
Featuring current research, theoretical frameworks, and case
studies, the book will highlight the ethical and legal practices
used in computing technologies, increase the effectiveness of
computing students and professionals in applying ethical values and
legal statues, and provide insight on ethical and legal discussions
of real-world applications.
As technology becomes further meshed into our culture and everyday
lives, new mediums and outlets for creative expression and
innovation are necessary. The Handbook of Research on Computational
Arts and Creative Informatics covers a comprehensive range of
topics regarding the interaction of the sciences and the arts.
Exploring new uses of technology and investigating creative
insights into concepts of art and expression, this cutting-edge
Handbook of Research offers a valuable resource to academicians,
researchers, and field practitioners.
Teaching through Multi-User Virtual Environments: Applying Dynamic
Elements to the Modern Classroom highlights the work of educators
daring enough to teach in these new frontiers of education. This
timely publication is a must-read for all educators and
practitioners, of any subject and at any level, who wish to
incorporate a dynamic online element to their classroom. It is also
meant for researchers of education, computer science, and
instructional technologies. Teaching through Multi-User Virtual
Environments: Applying Dynamic Elements to the Modern Classroom is
a one-stop resource for practices, as well as research activities,
within the domain on Multi-User Virtual Environments.
This is an EXACT reproduction of a book published before 1923. This
IS NOT an OCR'd book with strange characters, introduced
typographical errors, and jumbled words. This book may have
occasional imperfections such as missing or blurred pages, poor
pictures, errant marks, etc. that were either part of the original
artifact, or were introduced by the scanning process. We believe
this work is culturally important, and despite the imperfections,
have elected to bring it back into print as part of our continuing
commitment to the preservation of printed works worldwide. We
appreciate your understanding of the imperfections in the
preservation process, and hope you enjoy this valuable book.
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