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Resilience and Future of Smart Learning - Proceedings of 2022 International Conference on Smart Learning Environments... Resilience and Future of Smart Learning - Proceedings of 2022 International Conference on Smart Learning Environments (Paperback, 1st ed. 2022)
Junfeng Yang, Dejian Liu, Kinshuk, Ahmed Tlili, Maiga Chang, …
R5,238 Discovery Miles 52 380 Ships in 10 - 15 working days

This book provides an archival forum for researchers, academics, practitioners, and industry professionals interested and/or engaged in the reform of the ways of teaching and learning through advancing current learning environments towards smart learning environments. It facilitates opportunities for discussions and constructive dialogue among various stakeholders on the limitations of existing learning environments, need for reform, innovative uses of emerging pedagogical approaches and technologies, and sharing and promotion of best practices, leading to the evolution, design and implementation of smart learning environments. This book also focus on the interplay of pedagogy, technology and their fusion towards the advancement of smart learning environments.  

Challenges and Solutions in Smart Learning - Proceeding of 2018 International Conference on Smart Learning Environments,... Challenges and Solutions in Smart Learning - Proceeding of 2018 International Conference on Smart Learning Environments, Beijing, China (Paperback, Softcover reprint of the original 1st ed. 2018)
Maiga Chang, Elvira Popescu, Kinshuk, Nian-Shing Chen, Mohamed Jemni, …
R5,223 Discovery Miles 52 230 Ships in 10 - 15 working days

This book focuses on the interplay between pedagogy and technology, and their fusion for the advancement of smart learning environments. It discusses various components of this interplay, including learning and assessment paradigms, social factors and policies, emerging technologies, innovative application of mature technologies, transformation of curriculum and teaching behavior, transformation of administration, best infusion practices, and piloting of new ideas. The book provides an archival forum for researchers, academics, practitioners and industry professionals interested and/or engaged in reforming teaching and learning methods by promoting smart learning environments. It also facilitates discussions and constructive dialogue among various stakeholders on the limitations of existing learning environments, the need for reform, innovative uses of emerging pedagogical approaches and technologies, and sharing and promoting best practices, leading to the evolution, design and implementation of smart learning environments.

ICT in Education in Global Context - The Best Practices in K-12 Schools (Paperback, Softcover reprint of the original 1st ed.... ICT in Education in Global Context - The Best Practices in K-12 Schools (Paperback, Softcover reprint of the original 1st ed. 2016)
Jinbao Zhang, Junfeng Yang, Maiga Chang, Tingwen Chang
R2,963 Discovery Miles 29 630 Ships in 10 - 15 working days

Intended to promote the innovative use of technology in education and promote educational advances all over the world, this volume brings together 16 best-practice cases on technology-enhanced educational innovations. Experts from Turkey, Tunisia, Cyprus, Italy, Malaysia, China, India and Finland have contributed to these cases, highlighting the current state-of-the-art in the use of technology in education in their respective counties. Topics include best practices for designing smart classrooms, effective use of tablets and interactive whiteboards, virtual learning environments, digital learning spaces, game-based learning, synchronous cyber classrooms, micro-courses, among others. The book offers an essential resource on emerging technologies and the educational approaches currently being pursued in different countries to foster effective learning.

Challenges and Solutions in Smart Learning - Proceeding of 2018 International Conference on Smart Learning Environments,... Challenges and Solutions in Smart Learning - Proceeding of 2018 International Conference on Smart Learning Environments, Beijing, China (Hardcover, 1st ed. 2018)
Maiga Chang, Elvira Popescu, Kinshuk, Nian-Shing Chen, Mohamed Jemni, …
R5,906 Discovery Miles 59 060 Ships in 10 - 15 working days

This book focuses on the interplay between pedagogy and technology, and their fusion for the advancement of smart learning environments. It discusses various components of this interplay, including learning and assessment paradigms, social factors and policies, emerging technologies, innovative application of mature technologies, transformation of curriculum and teaching behavior, transformation of administration, best infusion practices, and piloting of new ideas. The book provides an archival forum for researchers, academics, practitioners and industry professionals interested and/or engaged in reforming teaching and learning methods by promoting smart learning environments. It also facilitates discussions and constructive dialogue among various stakeholders on the limitations of existing learning environments, the need for reform, innovative uses of emerging pedagogical approaches and technologies, and sharing and promoting best practices, leading to the evolution, design and implementation of smart learning environments.

State-of-the-Art and Future Directions of Smart Learning (Paperback, Softcover reprint of the original 1st ed. 2016): Yanyan... State-of-the-Art and Future Directions of Smart Learning (Paperback, Softcover reprint of the original 1st ed. 2016)
Yanyan Li, Maiga Chang, Milos Kravcik, Elvira Popescu, Ronghuai Huang, …
R4,615 Discovery Miles 46 150 Ships in 10 - 15 working days

This book provides an archival forum for researchers, academics, practitioners and industry professionals interested and/or engaged in reforming teaching and learning methods by transforming today's learning environments into smart learning environments. It will facilitate opportunities for discussions and constructive dialogue between various stakeholders on the limitations of current learning environments, the need for reform, innovative uses of emerging pedagogical approaches and technologies, and sharing and promoting best practices, which will lead to the evolution, design and implementation of smart learning environments. The focus of the contributions is on the interplay and fusion of pedagogy and technology to create these new environments. The components of this interplay include but are not limited to: Pedagogy: learning paradigms, assessment paradigms, social factors, policy Technology: emerging technologies, innovative uses of mature technologies, adoption, usability, standards, and emerging/new technological paradigms (open educational resources, cloud computing, etc.) Fusion of pedagogy and technology: transformation of curricula, transformation of teaching behavior, transformation of administration, best practices of infusion, piloting of new ideas.

Smart Learning Environments (Paperback, Softcover reprint of the original 1st ed. 2015): Maiga Chang, Yanyan Li Smart Learning Environments (Paperback, Softcover reprint of the original 1st ed. 2015)
Maiga Chang, Yanyan Li
R3,620 Discovery Miles 36 200 Ships in 10 - 15 working days

This book addresses main issues concerned with the future learning, learning and academic analytics, virtual world and smart user interface, and mobile learning. This book gathers the newest research results of smart learning environments from the aspects of learning, pedagogies, and technologies in learning. It examines the advances in technology development and changes in the field of education that has been affecting and reshaping the learning environment. Then, it proposes that under the changed technological situations, smart learning systems, no matter what platforms (i.e., personal computers, smart phones, and tablets) they are running at, should be aware of the preferences and needs that their users (i.e., the learners and teachers) have, be capable of providing their users with the most appropriate services, helps to enhance the users' learning experiences, and to make the learning efficient.

ICT in Education in Global Context - The Best Practices in K-12 Schools (Hardcover, 1st ed. 2016): Jinbao Zhang, Junfeng Yang,... ICT in Education in Global Context - The Best Practices in K-12 Schools (Hardcover, 1st ed. 2016)
Jinbao Zhang, Junfeng Yang, Maiga Chang, Tingwen Chang
R4,116 Discovery Miles 41 160 Ships in 10 - 15 working days

Intended to promote the innovative use of technology in education and promote educational advances all over the world, this volume brings together 16 best-practice cases on technology-enhanced educational innovations. Experts from Turkey, Tunisia, Cyprus, Italy, Malaysia, China, India and Finland have contributed to these cases, highlighting the current state-of-the-art in the use of technology in education in their respective counties. Topics include best practices for designing smart classrooms, effective use of tablets and interactive whiteboards, virtual learning environments, digital learning spaces, game-based learning, synchronous cyber classrooms, micro-courses, among others. The book offers an essential resource on emerging technologies and the educational approaches currently being pursued in different countries to foster effective learning.

Smart Learning Environments (Hardcover, 2015 ed.): Maiga Chang, Yanyan Li Smart Learning Environments (Hardcover, 2015 ed.)
Maiga Chang, Yanyan Li
R3,865 Discovery Miles 38 650 Ships in 10 - 15 working days

This book addresses main issues concerned with the future learning, learning and academic analytics, virtual world and smart user interface, and mobile learning. This book gathers the newest research results of smart learning environments from the aspects of learning, pedagogies, and technologies in learning. It examines the advances in technology development and changes in the field of education that has been affecting and reshaping the learning environment. Then, it proposes that under the changed technological situations, smart learning systems, no matter what platforms (i.e., personal computers, smart phones, and tablets) they are running at, should be aware of the preferences and needs that their users (i.e., the learners and teachers) have, be capable of providing their users with the most appropriate services, helps to enhance the users' learning experiences, and to make the learning efficient.

Transactions on Edutainment VIII (Paperback, 2012 ed.): Zhigeng Pan, Adrian David Cheok, Wolfgang Muller Transactions on Edutainment VIII (Paperback, 2012 ed.)
Zhigeng Pan, Adrian David Cheok, Wolfgang Muller; Edited by Maiga Chang, Mingmin Zhang
R1,557 Discovery Miles 15 570 Ships in 10 - 15 working days

This journal subline serves as a forum for stimulating and disseminating innovative research ideas, theories, emerging technologies, empirical investigations, state-of-the-art methods, and tools in all different genres of edutainment, such as game-based learning and serious games, interactive storytelling, virtual learning environments, VR-based education, and related fields. It covers aspects from educational and game theories, human-computer interaction, computer graphics, artificial intelligence, and systems design. This issue contains 10 outstanding contributions from the International Conference on E-Learning and Games, Edutainment 2011, as well as 14 regular papers which were partly selected from national conferences. The topics covered are game engine, using games to teach, identifying player emotion states, assessing the effects of educational games to multi-touch interaction, natural user interface, and virtual reality. Generally, the papers present a large number of examples of edutainment applications, giving more evidence on the high potential and impact of edutainment approaches.

Transactions on Edutainment VII (Paperback, 2012): Zhigeng Pan, Adrian David Cheok, Wolfgang Mueller, Maiga Chang, Mingmin Zhang Transactions on Edutainment VII (Paperback, 2012)
Zhigeng Pan, Adrian David Cheok, Wolfgang Mueller, Maiga Chang, Mingmin Zhang
R1,640 Discovery Miles 16 400 Ships in 10 - 15 working days

This journal subline serves as a forum for stimulating and disseminating innovative research ideas, theories, emerging technologies, empirical investigations, state-of-the-art methods, and tools in all different genres of edutainment, such as game-based learning and serious games, interactive storytelling, virtual learning environments, VR-based education, and related fields. It covers aspects from educational and game theories, human-computer interaction, computer graphics, artificial intelligence, and systems design.

The 27 papers of this volume deal with virtual humans; graphics rendering and 3D animation; games and 2D animation; and digital media and its applications.

Edutainment Technologies. Educational Games and Virtual Reality/Augmented Reality Applications - 6th International Conference... Edutainment Technologies. Educational Games and Virtual Reality/Augmented Reality Applications - 6th International Conference on E-learning and Games, Edutainment 2011, Taipei, Taiwan, September 7-9, 2011, Proceedings (Paperback, Edition.)
Maiga Chang, Wu-Yuin Hwang, Ming-Puu Chen, Wolfgang Mueller
R1,646 Discovery Miles 16 460 Ships in 10 - 15 working days

This book constitutes the refereed proceedings of the 6th International Conference on E-learning and Games, Edutainment 2011, held in Taipeh, Taiwan, in September 2011.

The 42 full papers were carefully reviewed and selected from 130 submissions. The papers are organized in topical sections on: augemented and mixed reality in education; effectiveness of virtual reality for education; ubiquituous games and ubiquitous technology & learning; future classroom; e-reader and multi-touch; learning performance and achievement; learning by playing; game design and development; game-based learning/training; interactions in games; digital museum and technology, and behavior in games; educational robots and toys; e-learning platforms and tools; game engine/rendering/animations; game-assisted language learning; learning with robots and robotics education; e-portfolio and ICT-enhanced learning; game-based testing and assessment; trend, development and learning process of educational mini games; VR and edutainment.

Learning by Playing. Game-based Education System Design and Development - 4th International Conference on E-learning,... Learning by Playing. Game-based Education System Design and Development - 4th International Conference on E-learning, Edutainment 2009, Banff, Canada, August 9-11, 2009, Proceedings (Paperback, 2009 ed.)
Maiga Chang, Rita Kuo, Kinshuk, Gwo-Dong Chen, Michitaka Hirose
R3,306 Discovery Miles 33 060 Ships in 10 - 15 working days

With the widespread interest in digital entertainment and the advances in the technologies of computer graphics, multimedia and virtual reality technologies, the new area of "Edutainment" has been accepted as a union of education and computer entertainment. Edutainment is recognized as an effective way of learning through a medium, such as a computer, software, games or AR/VR applications, that both educates and entertains. The Edutainment conference series was established and followed as a special event for the new interests in e-learning and digital entertainment. The main purpose of Edutainment conferences is the discussion, presentation, and information exchange of scientific and technological developments in the new community. The Edutainment conference series is a very interesting opportunity for researchers, engineers, and graduate students who wish to communicate at these international annual events. The conference series includes plenary invited talks, workshops, tutorials, paper presen- tion tracks, and panel discussions. The Edutainment conference series was initiated in Hangzhou, China in 2006. Following the success of the first (Edutainment 2006 in Hangzhou, China), the second (Edutainment 2007 in Hong Kong, China), and the third events (Edutainment 2008 in Nanjing, China), Edutainment 2009 was held August 9-11, 2009 in Banff, Canada. This year, we received 116 submissions from 25 different countries and regions - cluding Austria, Canada, China, Denmark, Finland, France, Germany, Greece, Hong Kong, Italy, Japan, Korea, Malaysia, Mexico, The Netherlands, Norway, Portugal, Singapore, Spain, Sweden, Switzerland, Taiwan, Trinidad and Tobago, UK, and USA.

Data Analytics Approaches in Educational Games and Gamification Systems (Hardcover, 1st ed. 2019): Ahmed Tlili, Maiga Chang Data Analytics Approaches in Educational Games and Gamification Systems (Hardcover, 1st ed. 2019)
Ahmed Tlili, Maiga Chang
R3,272 R2,606 Discovery Miles 26 060 Save R666 (20%) Ships in 12 - 17 working days

Game-based learning environments and learning analytics are attracting increasing attention from researchers and educators, since they both can enhance learning outcomes. This book focuses on the application of data analytics approaches and research on human behaviour analysis in game-based learning environments, namely educational games and gamification systems, to provide smart learning. Specifically, it discusses the purposes, advantages and limitations of applying such approaches in these environments. Additionally, the various smart game-based learning environments presented help readers integrate learning analytics in their educational games and gamification systems to, for instance, assess and model students (e.g. their computational thinking) or enhance the learning process for better outcomes. Moreover, the book presents general guidelines on various aspects, such as collecting data for analysis, game-based learning environment design, system architecture and applied algorithms, which facilitate incorporating learning analytics into educational games and gamification systems. After a general introduction to help readers become familiar with the subject area, the individual chapters each discuss a different aim of applying data analytics approaches in educational games and gamification systems. Lastly, the conclusion provides a summary and presents general guidelines and frameworks to consider when designing smart game-based learning environments with learning analytics.

Resilience and Future of Smart Learning - Proceedings of 2022 International Conference on Smart Learning Environments... Resilience and Future of Smart Learning - Proceedings of 2022 International Conference on Smart Learning Environments (Hardcover, 1st ed. 2022)
Junfeng Yang, Dejian Liu, Kinshuk, Ahmed Tlili, Maiga Chang, …
R5,270 Discovery Miles 52 700 Ships in 10 - 15 working days

This book provides an archival forum for researchers, academics, practitioners, and industry professionals interested and/or engaged in the reform of the ways of teaching and learning through advancing current learning environments towards smart learning environments. It facilitates opportunities for discussions and constructive dialogue among various stakeholders on the limitations of existing learning environments, need for reform, innovative uses of emerging pedagogical approaches and technologies, and sharing and promotion of best practices, leading to the evolution, design and implementation of smart learning environments. This book also focus on the interplay of pedagogy, technology and their fusion towards the advancement of smart learning environments.

Data Analytics Approaches in Educational Games and Gamification Systems (Paperback, 1st ed. 2019): Ahmed Tlili, Maiga Chang Data Analytics Approaches in Educational Games and Gamification Systems (Paperback, 1st ed. 2019)
Ahmed Tlili, Maiga Chang
R2,957 Discovery Miles 29 570 Ships in 10 - 15 working days

Game-based learning environments and learning analytics are attracting increasing attention from researchers and educators, since they both can enhance learning outcomes. This book focuses on the application of data analytics approaches and research on human behaviour analysis in game-based learning environments, namely educational games and gamification systems, to provide smart learning. Specifically, it discusses the purposes, advantages and limitations of applying such approaches in these environments. Additionally, the various smart game-based learning environments presented help readers integrate learning analytics in their educational games and gamification systems to, for instance, assess and model students (e.g. their computational thinking) or enhance the learning process for better outcomes. Moreover, the book presents general guidelines on various aspects, such as collecting data for analysis, game-based learning environment design, system architecture and applied algorithms, which facilitate incorporating learning analytics into educational games and gamification systems. After a general introduction to help readers become familiar with the subject area, the individual chapters each discuss a different aim of applying data analytics approaches in educational games and gamification systems. Lastly, the conclusion provides a summary and presents general guidelines and frameworks to consider when designing smart game-based learning environments with learning analytics.

Intelligent Tutoring Systems - 15th International Conference, ITS 2019, Kingston, Jamaica, June 3-7, 2019, Proceedings... Intelligent Tutoring Systems - 15th International Conference, ITS 2019, Kingston, Jamaica, June 3-7, 2019, Proceedings (Paperback, 1st ed. 2019)
Andre Coy, Yugo Hayashi, Maiga Chang
R1,811 Discovery Miles 18 110 Ships in 10 - 15 working days

This book constitutes the proceedings of the 15th International Conference on Intelligent Tutoring Systems, ITS 2019, held in Kingston, Jamaica, in June 2019. The 14 full papers and 13 short papers presented in this volume were carefully reviewed and selected from 42 submissions. In the back matter of the volume 4 poster papers are included. They deal with the use of advanced computer technologies and interdisciplinary research for enabling, supporting, and enhancing human learning.

Foundations and Trends in Smart Learning - Proceedings of 2019 International Conference on Smart Learning Environments... Foundations and Trends in Smart Learning - Proceedings of 2019 International Conference on Smart Learning Environments (Hardcover, 1st ed. 2019)
Maiga Chang, Elvira Popescu, Kinshuk, Nian-Shing Chen, Mohamed Jemni, …
R4,491 Discovery Miles 44 910 Ships in 10 - 15 working days

This book focuses on the interplay between pedagogy and technology, and their fusion for the advancement of smart learning environments. It discusses various components of this interplay, including learning and assessment paradigms, social factors and policies, emerging technologies, innovative application of mature technologies, transformation of curriculum and teaching behavior, transformation of administration, best infusion practices, and piloting of new ideas. The book provides an archival forum for researchers, academics, practitioners and industry professionals interested and/or engaged in reforming teaching and learning methods by promoting smart learning environments. It also facilitates discussions and constructive dialogue among various stakeholders on the limitations of existing learning environments, the need for reform, innovative uses of emerging pedagogical approaches and technologies, and sharing and promoting best practices, leading to the evolution, design and implementation of smart learning environments.

Transactions on Edutainment III (Paperback, Edition.): Maiga Chang Transactions on Edutainment III (Paperback, Edition.)
Maiga Chang; Edited by (editors-in-chief) Zhigeng Pan, Adrian David Cheok, Wolfgang Muller
R1,557 Discovery Miles 15 570 Ships in 10 - 15 working days

With great pleasure we would like to present the third volume of the journal Trans- tions on Edutainment. This journal, part of the Springer series Lecture Notes in C- puter Science, is devoted to research and development in the field of edutainment. Edutainment, also known as educational entertainment or entertainment-education, denotes all forms of entertainment designed to educate as well as to provide fun. This approach is motivated by the growing demands on individuals for life-long learning and the need to integrate effective learning opportunities throughout life. As such, edutainment has attracted increasing interest in the last few years. The first 12 articles of this issue represent a selection of outstanding contributions from Edutainment 2009, the 4th International Conference on E-Learning and Games held in Canada, in August 2009. The main purpose of the Edutainment conferences is the discussion, presentation, and information exchange of scientific and technological developments in the new community. These 12 papers cover mainly the topic of using games to stimulate learners' learning motivation, i. e.

Learning Culture and Language Through ICTS - Methods for Enhanced Instruction (Hardcover): Maiga Chang, Chen-Wo Kuo Learning Culture and Language Through ICTS - Methods for Enhanced Instruction (Hardcover)
Maiga Chang, Chen-Wo Kuo
R5,554 Discovery Miles 55 540 Ships in 10 - 15 working days

In general, teaching languages can prove difficult to most without suitable teaching materials and instructors. Fortunately, e-learning courses make student learning of both language and culture easier through information communication technologies. Learning Culture and Language through ICTs: Methods for Enhanced Instruction offers students, instructors, and researchers an authoritative reference to the current progress of language and cultural e-learning. A high quality collection for libraries and academicians, this book covers pertinent topics such as second language learning and computer learning principles.

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