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In this powerful book, Amos N. Guiora shares the stories of survivors to expose how individual and institutional enablers allow predators to perpetrate their crimes through silence and other failures to act. He then proposes legal, cultural, and social measures aimed at the enabler from the survivor's perspective.
Bystander effect. --- Enabling (Psychology) --- Rape in universities and colleges
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"This book focuses on cases of sexual assault at Michigan State University (MSU), The Ohio State University (OSU), USA Gymnastics (USAG), the Catholic Church, and Pennsylvania State University (PSU) exploring the role that enablers have in sexual assault cases"--
Bystander effect --- Enabling (Psychology) --- Rape in universities and colleges --- Rape --- Psychological aspects
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This book, entitled “Gamification and Advanced Technology to Enhance Motivation in Education”, contains an editorial and a collection of ten research articles that highlight the use of gamification and other advanced technologies as powerful tools for motivation during learning. Motivation is the driving force behind many human activities, especially learning. Motivated students are ready to make a significant mental effort and use deeper and more effective learning strategies. Numerous studies indicate that playing promotes learning, since when fun pervades the learning process, motivation increases and tension is reduced. Therefore, games can be very powerful tools in the improvement of learning processes from three different and complementary perspectives: as tools for teaching content or skills, as an object of the learning project itself and as a philosophy to be taken into account when designing the training process. Each contributions presented in this book falls into one of these categories; that is to say, they all deal with the use of games or related technologies, and they all study how playing enhances motivation in education.
Information technology industries --- gamification --- active methodologies --- secondary education --- evaluation rubric --- evaluation criteria --- Thomas W. Malone --- game --- design --- Sebastian Deterding --- Nick Pelling --- learning by doing --- serious games --- game design --- human computer-interaction --- HCI education --- entrepreneurship education --- FLIGBY --- Flow --- positive psychology --- higher education --- MOOC --- fun --- social networks --- virtual learning communities --- video games --- collaborative learning --- education --- teacher --- attitudes --- primary education --- technology --- ICT --- Likert scale --- game elements --- online learning --- MOOCs --- empirical studies --- systematic literature review --- university --- serious video games --- game-based learning --- professors --- video games design --- knowledge --- skills training --- digital technologies --- automated learning --- serious game --- usability --- game engagement --- virtual reality --- rubric --- capability approach --- capacity building --- enabling tools --- mental images --- motivation
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This book, entitled “Gamification and Advanced Technology to Enhance Motivation in Education”, contains an editorial and a collection of ten research articles that highlight the use of gamification and other advanced technologies as powerful tools for motivation during learning. Motivation is the driving force behind many human activities, especially learning. Motivated students are ready to make a significant mental effort and use deeper and more effective learning strategies. Numerous studies indicate that playing promotes learning, since when fun pervades the learning process, motivation increases and tension is reduced. Therefore, games can be very powerful tools in the improvement of learning processes from three different and complementary perspectives: as tools for teaching content or skills, as an object of the learning project itself and as a philosophy to be taken into account when designing the training process. Each contributions presented in this book falls into one of these categories; that is to say, they all deal with the use of games or related technologies, and they all study how playing enhances motivation in education.
gamification --- active methodologies --- secondary education --- evaluation rubric --- evaluation criteria --- Thomas W. Malone --- game --- design --- Sebastian Deterding --- Nick Pelling --- learning by doing --- serious games --- game design --- human computer-interaction --- HCI education --- entrepreneurship education --- FLIGBY --- Flow --- positive psychology --- higher education --- MOOC --- fun --- social networks --- virtual learning communities --- video games --- collaborative learning --- education --- teacher --- attitudes --- primary education --- technology --- ICT --- Likert scale --- game elements --- online learning --- MOOCs --- empirical studies --- systematic literature review --- university --- serious video games --- game-based learning --- professors --- video games design --- knowledge --- skills training --- digital technologies --- automated learning --- serious game --- usability --- game engagement --- virtual reality --- rubric --- capability approach --- capacity building --- enabling tools --- mental images --- motivation
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This book, entitled “Gamification and Advanced Technology to Enhance Motivation in Education”, contains an editorial and a collection of ten research articles that highlight the use of gamification and other advanced technologies as powerful tools for motivation during learning. Motivation is the driving force behind many human activities, especially learning. Motivated students are ready to make a significant mental effort and use deeper and more effective learning strategies. Numerous studies indicate that playing promotes learning, since when fun pervades the learning process, motivation increases and tension is reduced. Therefore, games can be very powerful tools in the improvement of learning processes from three different and complementary perspectives: as tools for teaching content or skills, as an object of the learning project itself and as a philosophy to be taken into account when designing the training process. Each contributions presented in this book falls into one of these categories; that is to say, they all deal with the use of games or related technologies, and they all study how playing enhances motivation in education.
Information technology industries --- gamification --- active methodologies --- secondary education --- evaluation rubric --- evaluation criteria --- Thomas W. Malone --- game --- design --- Sebastian Deterding --- Nick Pelling --- learning by doing --- serious games --- game design --- human computer-interaction --- HCI education --- entrepreneurship education --- FLIGBY --- Flow --- positive psychology --- higher education --- MOOC --- fun --- social networks --- virtual learning communities --- video games --- collaborative learning --- education --- teacher --- attitudes --- primary education --- technology --- ICT --- Likert scale --- game elements --- online learning --- MOOCs --- empirical studies --- systematic literature review --- university --- serious video games --- game-based learning --- professors --- video games design --- knowledge --- skills training --- digital technologies --- automated learning --- serious game --- usability --- game engagement --- virtual reality --- rubric --- capability approach --- capacity building --- enabling tools --- mental images --- motivation --- gamification --- active methodologies --- secondary education --- evaluation rubric --- evaluation criteria --- Thomas W. Malone --- game --- design --- Sebastian Deterding --- Nick Pelling --- learning by doing --- serious games --- game design --- human computer-interaction --- HCI education --- entrepreneurship education --- FLIGBY --- Flow --- positive psychology --- higher education --- MOOC --- fun --- social networks --- virtual learning communities --- video games --- collaborative learning --- education --- teacher --- attitudes --- primary education --- technology --- ICT --- Likert scale --- game elements --- online learning --- MOOCs --- empirical studies --- systematic literature review --- university --- serious video games --- game-based learning --- professors --- video games design --- knowledge --- skills training --- digital technologies --- automated learning --- serious game --- usability --- game engagement --- virtual reality --- rubric --- capability approach --- capacity building --- enabling tools --- mental images --- motivation
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The Industry 4.0 paradigm has led to the creation of new opportunities for taking advantage of a set of diverse technologies in the manufacturing domain. This book touches on a series of advanced technologies and research fields, including Internet of Things, Augmented and Virtual Reality, Machine Learning, Advanced Robotics, Additive Manufacturing, System and Process Simulation, Computer-Aided Design/Engineering/Manufacturing/Process Planning Systems as well as Product Lifecycle Management Platforms. The topics covered span a series of diverse areas related to a) product design and development, b) manufacturing systems and operations, c) process engineering, and d) Industry 4.0 technologies review and realization.
History of engineering & technology --- computer-aided tolerance --- processing features degradation --- skin model shape --- statistical tolerance analysis --- tolerance allocation --- collaborative learning --- engineering graphics --- PLM --- 3D modeling --- engineering education --- Industry 4.0 --- index --- smart --- intensity of technology --- manufacturing --- implementation --- statistical process control --- pattern recognition --- long short-term memory --- feature learning --- control chart --- histogram --- digital hydraulic technology --- digital hydraulic components --- digital hydraulic system --- shearer --- virtual reality --- path planning --- automatic height-adjusting --- Unity3D technology --- Rapidly-exploring Random Tree (RRT) --- manipulator --- motion planning --- obstacle avoidance --- complex environment --- exoskeletons --- planning methods --- ergonomics --- time management --- augmented reality --- maintenance --- real-time --- digital twin --- decision support system --- factor analysis --- KPI --- quantitative analysis --- root-cause analysis --- life cycle --- knowledge- and technology-intensive industry (KTI) --- VUCA --- key enabling technology (KET) --- Operator 4.0 --- cyber-physical system (CPS) --- DfHFinI4.0 --- PERA 4.0 --- process planning --- scheduling --- design for additive manufacturing --- multiple criteria --- SMEs --- technologies --- cluster analysis --- maturity model --- n/a
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The Industry 4.0 paradigm has led to the creation of new opportunities for taking advantage of a set of diverse technologies in the manufacturing domain. This book touches on a series of advanced technologies and research fields, including Internet of Things, Augmented and Virtual Reality, Machine Learning, Advanced Robotics, Additive Manufacturing, System and Process Simulation, Computer-Aided Design/Engineering/Manufacturing/Process Planning Systems as well as Product Lifecycle Management Platforms. The topics covered span a series of diverse areas related to a) product design and development, b) manufacturing systems and operations, c) process engineering, and d) Industry 4.0 technologies review and realization.
computer-aided tolerance --- processing features degradation --- skin model shape --- statistical tolerance analysis --- tolerance allocation --- collaborative learning --- engineering graphics --- PLM --- 3D modeling --- engineering education --- Industry 4.0 --- index --- smart --- intensity of technology --- manufacturing --- implementation --- statistical process control --- pattern recognition --- long short-term memory --- feature learning --- control chart --- histogram --- digital hydraulic technology --- digital hydraulic components --- digital hydraulic system --- shearer --- virtual reality --- path planning --- automatic height-adjusting --- Unity3D technology --- Rapidly-exploring Random Tree (RRT) --- manipulator --- motion planning --- obstacle avoidance --- complex environment --- exoskeletons --- planning methods --- ergonomics --- time management --- augmented reality --- maintenance --- real-time --- digital twin --- decision support system --- factor analysis --- KPI --- quantitative analysis --- root-cause analysis --- life cycle --- knowledge- and technology-intensive industry (KTI) --- VUCA --- key enabling technology (KET) --- Operator 4.0 --- cyber-physical system (CPS) --- DfHFinI4.0 --- PERA 4.0 --- process planning --- scheduling --- design for additive manufacturing --- multiple criteria --- SMEs --- technologies --- cluster analysis --- maturity model --- n/a
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The Industry 4.0 paradigm has led to the creation of new opportunities for taking advantage of a set of diverse technologies in the manufacturing domain. This book touches on a series of advanced technologies and research fields, including Internet of Things, Augmented and Virtual Reality, Machine Learning, Advanced Robotics, Additive Manufacturing, System and Process Simulation, Computer-Aided Design/Engineering/Manufacturing/Process Planning Systems as well as Product Lifecycle Management Platforms. The topics covered span a series of diverse areas related to a) product design and development, b) manufacturing systems and operations, c) process engineering, and d) Industry 4.0 technologies review and realization.
History of engineering & technology --- computer-aided tolerance --- processing features degradation --- skin model shape --- statistical tolerance analysis --- tolerance allocation --- collaborative learning --- engineering graphics --- PLM --- 3D modeling --- engineering education --- Industry 4.0 --- index --- smart --- intensity of technology --- manufacturing --- implementation --- statistical process control --- pattern recognition --- long short-term memory --- feature learning --- control chart --- histogram --- digital hydraulic technology --- digital hydraulic components --- digital hydraulic system --- shearer --- virtual reality --- path planning --- automatic height-adjusting --- Unity3D technology --- Rapidly-exploring Random Tree (RRT) --- manipulator --- motion planning --- obstacle avoidance --- complex environment --- exoskeletons --- planning methods --- ergonomics --- time management --- augmented reality --- maintenance --- real-time --- digital twin --- decision support system --- factor analysis --- KPI --- quantitative analysis --- root-cause analysis --- life cycle --- knowledge- and technology-intensive industry (KTI) --- VUCA --- key enabling technology (KET) --- Operator 4.0 --- cyber-physical system (CPS) --- DfHFinI4.0 --- PERA 4.0 --- process planning --- scheduling --- design for additive manufacturing --- multiple criteria --- SMEs --- technologies --- cluster analysis --- maturity model --- computer-aided tolerance --- processing features degradation --- skin model shape --- statistical tolerance analysis --- tolerance allocation --- collaborative learning --- engineering graphics --- PLM --- 3D modeling --- engineering education --- Industry 4.0 --- index --- smart --- intensity of technology --- manufacturing --- implementation --- statistical process control --- pattern recognition --- long short-term memory --- feature learning --- control chart --- histogram --- digital hydraulic technology --- digital hydraulic components --- digital hydraulic system --- shearer --- virtual reality --- path planning --- automatic height-adjusting --- Unity3D technology --- Rapidly-exploring Random Tree (RRT) --- manipulator --- motion planning --- obstacle avoidance --- complex environment --- exoskeletons --- planning methods --- ergonomics --- time management --- augmented reality --- maintenance --- real-time --- digital twin --- decision support system --- factor analysis --- KPI --- quantitative analysis --- root-cause analysis --- life cycle --- knowledge- and technology-intensive industry (KTI) --- VUCA --- key enabling technology (KET) --- Operator 4.0 --- cyber-physical system (CPS) --- DfHFinI4.0 --- PERA 4.0 --- process planning --- scheduling --- design for additive manufacturing --- multiple criteria --- SMEs --- technologies --- cluster analysis --- maturity model
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