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This conference accepts papers in any form of online learning and or theory from cognitive science on how people reason and or learn.
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Multidisciplinary platform for information exchange in research and multimedia and hypermedia applications, in a complex computer support of learning and in new telecommunication services Exchange of best practice in utilization of advanced ICT for education Supporting a collaboration among users and suppliers of eLearning solutions.
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Annotation C5 2005 presents recent studies on creative and collaborative environments. The proceedings explores: development and applications of Squeak and Croquet; user collaboration utilizing 3D, multimedia, and animation objects; technologies for creating educational environment; collaborative learning environment; and integration of on- and off-computer activities such as scientific experiments, instrumentation, robots, and game playing.
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The field of Games is rapidly expanding, prompting institutions throughout the world to create game development programs and courses focusing on educational games. As a result, games have also become a hot topic in the area of educational technology research. This increased interest is due to the technological advancement of digital games and the fact that a new, digital generation is emerging with a strong gaming background. Games: Purpose and Potential in Education focuses on the issues of incorporating games into education and instructional design. Ideas of identity development, gender diversity, motivation, and integrating instructional design within game development are addressed since each of these areas is important in the field of instructional design and can have a significant impact on learning. This volume brings together leading experts, researchers, and instructors in the field of gaming and explores current topics in gaming and simulations, available resources, and the future of the field.