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Technology --- Computer-assisted instruction --- Study and teaching
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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.
Education. --- Educational Technology. --- Education --- Artificial intelligence -- Educational applications. --- Computer-assisted instruction. --- Educational innovations. --- Educational technology. --- Social Sciences --- Education, Special Topics --- Artificial intelligence --- Educational applications. --- Instructional technology --- Technology in education --- Innovations, Educational --- Technological change in education --- Innovations --- Technological innovations --- Technology --- Educational innovations --- Instructional systems --- Teaching --- Children --- Education, Primitive --- Education of children --- Human resource development --- Instruction --- Pedagogy --- Schooling --- Students --- Youth --- Civilization --- Learning and scholarship --- Mental discipline --- Schools --- Training --- Aids and devices --- Educational planning --- Educational change --- Educational technology --- Experimental methods --- Data processing
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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 presentation 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 including 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.
Computer-assisted instruction --- Computer games --- Educational games --- Active learning --- Theory & Practice of Education --- Education --- Social Sciences --- Action learning --- Activity learning --- Activity teaching --- Instructive games --- Training games --- Computer science. --- User interfaces (Computer systems). --- Artificial intelligence. --- Computer graphics. --- Computers and civilization. --- Computer Science. --- Computers and Education. --- User Interfaces and Human Computer Interaction. --- Computer Graphics. --- Computers and Society. --- Artificial Intelligence (incl. Robotics). --- Information Systems Applications (incl. Internet). --- Data processing. --- Civilization and computers --- Civilization --- Computer uses in education --- Computers in education --- Educational computing --- Microcomputer uses in education --- Microcomputers in education --- Automatic drafting --- Graphic data processing --- Graphics, Computer --- Computer art --- Graphic arts --- Electronic data processing --- Engineering graphics --- Image processing --- AI (Artificial intelligence) --- Artificial thinking --- Electronic brains --- Intellectronics --- Intelligence, Artificial --- Intelligent machines --- Machine intelligence --- Thinking, Artificial --- Bionics --- Cognitive science --- Digital computer simulation --- Logic machines --- Machine theory --- Self-organizing systems --- Simulation methods --- Fifth generation computers --- Neural computers --- Interfaces, User (Computer systems) --- Human-machine systems --- Human-computer interaction --- Informatics --- Science --- Digital techniques --- Learning --- Experiential learning --- Games --- Application software --- Electronic games --- Education. --- Artificial Intelligence. --- Children --- Education, Primitive --- Education of children --- Human resource development --- Instruction --- Pedagogy --- Schooling --- Students --- Youth --- Learning and scholarship --- Mental discipline --- Schools --- Teaching --- Training --- Education—Data processing. --- Application software. --- Application computer programs --- Application computer software --- Applications software --- Apps (Computer software) --- Computer software
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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.
Education. --- Educational technology. --- Educational Technology. --- Technology and Digital Education. --- Computers and Education. --- Instructional technology --- Technology in education --- Technology --- Educational innovations --- Instructional systems --- Teaching --- Children --- Education, Primitive --- Education of children --- Human resource development --- Instruction --- Pedagogy --- Schooling --- Students --- Youth --- Civilization --- Learning and scholarship --- Mental discipline --- Schools --- Training --- Aids and devices --- Education --- Education—Data processing.
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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.
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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.
Computer-assisted instruction --- Educational games --- Computer games --- Active learning --- Virtual reality --- Augmented reality --- Education --- Social Sciences --- Theory & Practice of Education --- Action learning --- Activity learning --- Activity teaching --- Instructive games --- Training games --- Computer science. --- Multimedia information systems. --- User interfaces (Computer systems). --- Computer graphics. --- Multimedia systems. --- Computer Science. --- Computers and Education. --- User Interfaces and Human Computer Interaction. --- Information Systems Applications (incl. Internet). --- Multimedia Information Systems. --- Computer Graphics. --- Media Design. --- Data processing. --- Computer-based multimedia information systems --- Multimedia computing --- Multimedia information systems --- Multimedia knowledge systems --- Information storage and retrieval systems --- Computer uses in education --- Computers in education --- Educational computing --- Microcomputer uses in education --- Microcomputers in education --- Automatic drafting --- Graphic data processing --- Graphics, Computer --- Computer art --- Graphic arts --- Electronic data processing --- Engineering graphics --- Image processing --- Interfaces, User (Computer systems) --- Human-machine systems --- Human-computer interaction --- Informatics --- Science --- Digital techniques --- Application software --- Electronic games --- Learning --- Experiential learning --- Games --- Simulation methods --- Education. --- Children --- Education, Primitive --- Education of children --- Human resource development --- Instruction --- Pedagogy --- Schooling --- Students --- Youth --- Civilization --- Learning and scholarship --- Mental discipline --- Schools --- Teaching --- Training --- Education—Data processing. --- Application software. --- Multimedia systems . --- Application computer programs --- Application computer software --- Applications software --- Apps (Computer software) --- Computer software
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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.
Education. --- Social sciences --- Data mining. --- Computer science. --- Artificial intelligence. --- Computer vision. --- Computers and Education. --- Computer Appl. in Social and Behavioral Sciences. --- Data Mining and Knowledge Discovery. --- User Interfaces and Human Computer Interaction. --- Artificial Intelligence. --- Image Processing and Computer Vision. --- Data processing. --- Machine vision --- Vision, Computer --- Artificial intelligence --- Image processing --- Pattern recognition systems --- AI (Artificial intelligence) --- Artificial thinking --- Electronic brains --- Intellectronics --- Intelligence, Artificial --- Intelligent machines --- Machine intelligence --- Thinking, Artificial --- Bionics --- Cognitive science --- Digital computer simulation --- Electronic data processing --- Logic machines --- Machine theory --- Self-organizing systems --- Simulation methods --- Fifth generation computers --- Neural computers --- Informatics --- Science --- Algorithmic knowledge discovery --- Factual data analysis --- KDD (Information retrieval) --- Knowledge discovery in data --- Knowledge discovery in databases --- Mining, Data --- Database searching --- Children --- Education, Primitive --- Education of children --- Human resource development --- Instruction --- Pedagogy --- Schooling --- Students --- Youth --- Civilization --- Learning and scholarship --- Mental discipline --- Schools --- Teaching --- Training --- Education --- Intelligent tutoring systems. --- ICAI (Computer-assisted instruction) --- Intelligent computer-assisted instruction --- ITS (Computer-assisted instruction) --- Knowledge-based tutoring systems --- Tutoring systems, Intelligent --- Computer-assisted instruction --- Expert systems (Computer science) --- Education—Data processing. --- Application software. --- User interfaces (Computer systems). --- Optical data processing. --- Optical computing --- Visual data processing --- Integrated optics --- Photonics --- Computers --- Interfaces, User (Computer systems) --- Human-machine systems --- Human-computer interaction --- Application computer programs --- Application computer software --- Applications software --- Apps (Computer software) --- Computer software --- Optical equipment
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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.
Education. --- Education --- Educational technology. --- Child development. --- Educational Technology. --- Computers and Education. --- Childhood Education. --- Learning & Instruction. --- Data processing. --- Teaching --- Aids and devices. --- Curriculum materials --- Educational media --- Instructional materials --- Teaching materials --- Instructional technology --- Technology in education --- Technology --- Educational innovations --- Instructional systems --- Child study --- Children --- Development, Child --- Developmental biology --- Developmental psychobiology --- Child rearing --- Computer uses in education --- Computers in education --- Educational computing --- Microcomputer uses in education --- Microcomputers in education --- Education, Primitive --- Education of children --- Human resource development --- Instruction --- Pedagogy --- Schooling --- Students --- Youth --- Civilization --- Learning and scholarship --- Mental discipline --- Schools --- Training --- Aids and devices --- Development --- Educational technology --- Media programs (Education) --- Early childhood education. --- Early Childhood Education. --- Education—Data processing. --- Learning. --- Instruction. --- Learning process --- Comprehension --- Learning, Psychology of. --- Digital Education and Educational Technology. --- Instructional Psychology. --- Learning --- Psychology of learning --- Educational psychology --- Learning ability --- Psychological aspects
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