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Serious Games in Personalized Learning investigates game-based
teaching and learning at a time when learning and training systems
are increasingly integrating serious games, machine-learning
artificial intelligence models, and adaptive technologies.
Game-based education provides rare data for measuring, assessing,
and evaluating not just a game's effectiveness but the acquisition
of information and knowledge that a student may gain through
playing a learning game. This book synthesizes contemporary
research, frameworks, and models centered on the design and
delivery of serious games that truly personalize the learning
experience. Scholars of educational technology, instructional
design, human performance, and more will find a comprehensive guide
to the history, practical implications, and data-collection
potential inherent to these fast-evolving tools.
Artificial Intelligence, Mixed Reality, and the Redefinition of the
Classroom highlights new interpretations, understandings, and
emerging technologies that radically remake traditional educational
models, structures, and systems, and upend how faculty teach, and
students learn. It explore new educational economic models that no
longer depend on buildings to educate, and describes the growing
applications of artificial intelligence, machine-learning
algorithms in teaching and learning. This book also defines new
approaches to personalize learning, including the use of artificial
cognitive learning maps that mimic a learners' biological learning
map, that can also be applied to create a learner's secure
silhouette useful for truly personalized academic intervention
recommendations. The emerging and maturing technological advances
that allow these transformational opportunities may also upend the
traditional educational institution: the familiar spaces, walls,
and buildings, but also the delivery methods of knowledge, and the
learner's method of knowledge acquisition. Artificial Intelligence,
Mixed Reality, and the Redefinition of the Classroom promises to
inform the teacher, administrator, and board member to hopefully
not just passively read about new and exciting innovations and
tools available to improve the practice of education, but also to
excite and inspire each to apply these innovations to better
prepare our learners to succeed within this 4th Industrial
Revolution.
Serious Games in Personalized Learning investigates game-based
teaching and learning at a time when learning and training systems
are increasingly integrating serious games, machine-learning
artificial intelligence models, and adaptive technologies.
Game-based education provides rare data for measuring, assessing,
and evaluating not just a game's effectiveness but the acquisition
of information and knowledge that a student may gain through
playing a learning game. This book synthesizes contemporary
research, frameworks, and models centered on the design and
delivery of serious games that truly personalize the learning
experience. Scholars of educational technology, instructional
design, human performance, and more will find a comprehensive guide
to the history, practical implications, and data-collection
potential inherent to these fast-evolving tools.
Artificial Intelligence, Mixed Reality, and the Redefinition of the
Classroom highlights new interpretations, understandings, and
emerging technologies that radically remake traditional educational
models, structures, and systems, and upend how faculty teach, and
students learn. It explore new educational economic models that no
longer depend on buildings to educate, and describes the growing
applications of artificial intelligence, machine-learning
algorithms in teaching and learning. This book also defines new
approaches to personalize learning, including the use of artificial
cognitive learning maps that mimic a learners' biological learning
map, that can also be applied to create a learner's secure
silhouette useful for truly personalized academic intervention
recommendations. The emerging and maturing technological advances
that allow these transformational opportunities may also upend the
traditional educational institution: the familiar spaces, walls,
and buildings, but also the delivery methods of knowledge, and the
learner's method of knowledge acquisition. Artificial Intelligence,
Mixed Reality, and the Redefinition of the Classroom promises to
inform the teacher, administrator, and board member to hopefully
not just passively read about new and exciting innovations and
tools available to improve the practice of education, but also to
excite and inspire each to apply these innovations to better
prepare our learners to succeed within this 4th Industrial
Revolution.
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