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This book introduces new concepts and mechanisms regarding the
usage of both social media interactions and artifacts for peer
education in digital educational games. Digital games in general,
and digital educational games in particular, represent an area with
a high potential for interdisciplinary innovation, not only from an
information technology standpoint, but also from social science,
psychological and didactic perspectives. This book presents an
interdisciplinary approach to educational games, which is centered
on information technology and aims at: (1) improving digital
management by focusing on the exchange of learning outcomes and
solution assessment in a peer-to-peer network of learners; (2)
achieving digital implementation by using forms of interaction to
change the course of educational games; and (3) providing digital
support by fostering group-formation processes in educational
situations to increase both the effects of educational games and
knowledge exchange at the individual level. In addition to a
systematic analysis of the relationship between software
architecture, educational games and social media applications, the
book also presents the implemented IT systems' architectures and
algorithmic solutions as well as the resulting applicable
evaluation findings from the field of interactive multimedia
learning.
This book introduces new concepts and mechanisms regarding the
usage of both social media interactions and artifacts for peer
education in digital educational games. Digital games in general,
and digital educational games in particular, represent an area with
a high potential for interdisciplinary innovation, not only from an
information technology standpoint, but also from social science,
psychological and didactic perspectives. This book presents an
interdisciplinary approach to educational games, which is centered
on information technology and aims at: (1) improving digital
management by focusing on the exchange of learning outcomes and
solution assessment in a peer-to-peer network of learners; (2)
achieving digital implementation by using forms of interaction to
change the course of educational games; and (3) providing digital
support by fostering group-formation processes in educational
situations to increase both the effects of educational games and
knowledge exchange at the individual level. In addition to a
systematic analysis of the relationship between software
architecture, educational games and social media applications, the
book also presents the implemented IT systems' architectures and
algorithmic solutions as well as the resulting applicable
evaluation findings from the field of interactive multimedia
learning.
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Design for Teaching and Learning in a Networked World - 10th European Conference on Technology Enhanced Learning, EC-TEL 2015, Toledo, Spain, September 15-18, 2015, Proceedings (Paperback, 1st ed. 2015)
Grainne Conole, Tomaz Klobucar, Christoph Rensing, Johannes Konert, Elise Lavoue
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R1,676
Discovery Miles 16 760
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Ships in 10 - 15 working days
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This book constitutes the refereed proceedings of the 10th European
Conference on Technology Enhanced Learning, EC-TEL 2015, held in
Toledo, Spain, in September 2015. The 27 full papers, 19 short
papers, 9 demo papers and 23 posters were carefully reviewed and
selected from 176 submissions. They address topics such as blended
learning; self-regulated and self directed learning; reflective
learning; intelligent learning systems; learning communities;
learning design; learning analytics; learning assessment;
personalization and adaptation; serious games; social media;
massive open online courses (MOOCs); schools of the future.
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