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This open access book explores the synergy between AI and education, highlighting its potential impact on pedagogical practices. It navigates the evolving landscape of AI-powered educational technologies and suggests practical ways to personalise instruction, nurture human-AI co-creativity, and transform the learning experience. Spanning from primary to higher education, this short and engaging volume proposes concrete examples of how educational stakeholders can be empowered in their AI literacy to foster creativity, inspire critical thinking, and promote problem-solving by embracing AI as a tool for expansive learning. Structured in three parts, the book starts developing the creative engagement perspective for learning and teaching to then present practical applications of AI in K-12 and higher education, covering different fields (teacher education, professional education, business education) as well as different types of AI supported tools (games, chatbots and AI assisted assessment). It also delves into the ethical considerations, policy implications, and the central role educators play in harnessing the power of an AI informed educational experience. Alex Urmeneta is a transformational and results-driven Learning Experience Strategist specialising in EdTech and start-up environments. Currently working for the Danish EdTech startup Rotoy ApSFor, he has been developing innovative curricula and leveraging technology and science-backed pedagogical strategies to create impactful educational content for over a decade. He has international experience in the finance, technology and education sectors and has led teams for Microsoft as well as other Fortune 500 entities. Margarida Romero is a full professor at Université Côte d´Azur, France, and associate professor at Université Laval, Canada. Founder of the Laboratoire d’Innovation et Numérique pour l’Education (LINE) research lab, she also coordinates the #Scol_IA Working Group on the educational challenges of artificial intelligence in education and co-directs the international MSc Smart EdTech program. Her research focuses on the study of transversal competencies, particularly in relation to computational thinking and creative problem-solving. .
Social psychology. --- Educational technology. --- Education, Higher. --- Creative writing. --- Artificial intelligence. --- Social sciences --- Social Psychology. --- Digital Education and Educational Technology. --- Higher Education. --- Creative Writing. --- Artificial Intelligence. --- Computer Application in Social and Behavioral Sciences. --- Data processing.
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The book provides a systemic view of the state-of-the-art of Digital Game Based Learning (DGBL) across the lifespan, from age-specific game design requirements to technological devices that could overcome child and older adult difficulties in the use of DGBL technologies. Other topics include cross-generational digital game-based learning, workplace gaming, exergaming, serious games to tackle societal challenges,and implications of DGBL across the lifespan for game designers. In addition to the state-of-the-art methodologies provided for age-specific gamedesign, development, implementation and assessment, a significant portion of the book focuses on case studies where DGBL have been designed and implemented in every age groups and in cross-generational situations.
Educational technology. --- Learning. --- Instruction. --- Lifelong learning. --- Adult education. --- Educational Technology. --- Learning & Instruction. --- Lifelong Learning/Adult Education.
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