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Book
Game-Based Learning, Gamification in Education and Serious Games
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ISBN: 3036538097 3036538100 Year: 2022 Publisher: MDPI - Multidisciplinary Digital Publishing Institute

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Technology Supported Active Learning : Student-Centered Approaches
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ISBN: 9789811620829 9789811620836 9789811620843 9789811620812 Year: 2021 Publisher: Singapore Springer Singapore, Imprint: Springer

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This book promotes student-centered approaches to the learning process, allowing students to develop skills and competences that traditional, passive learning methods cannot foster. In turn, supporting active learning with digital technology tools creates new possibilities in terms of pedagogical design and implementation. This book addresses the latest research and practice in the use of technology to promote active learning. As such, on the one hand, it focuses on active pedagogical methodologies like problem-based learning, design thinking and agile approaches; on the other, it presents best practice cases on the use of digital environments to support these methodologies. Readers will come to understand and learn to apply active learning methodologies, either by replicating the best practices presented here, or by creating their own methods.


Book
Game-Based Learning, Gamification in Education and Serious Games
Authors: ---
Year: 2022 Publisher: Basel MDPI - Multidisciplinary Digital Publishing Institute

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The aim of this book is to present and discuss new advances in serious games to show how they could enhance the effectiveness and outreach of education, advertising, social awareness, health, policies, etc. We present their use in structured learning activities, not only with a focus on game-based learning, but also on the use of game elements and game design techniques to gamify the learning process. The published contributions really demonstrate the wide scope of application of game-based approaches in terms of purpose, target groups, technologies and domains and one aspect they have in common is that they provide evidence of how effective serious games, game-based learning and gamification can be.


Book
Game-Based Learning, Gamification in Education and Serious Games
Authors: ---
Year: 2022 Publisher: Basel MDPI - Multidisciplinary Digital Publishing Institute

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Abstract

The aim of this book is to present and discuss new advances in serious games to show how they could enhance the effectiveness and outreach of education, advertising, social awareness, health, policies, etc. We present their use in structured learning activities, not only with a focus on game-based learning, but also on the use of game elements and game design techniques to gamify the learning process. The published contributions really demonstrate the wide scope of application of game-based approaches in terms of purpose, target groups, technologies and domains and one aspect they have in common is that they provide evidence of how effective serious games, game-based learning and gamification can be.


Book
Game-Based Learning, Gamification in Education and Serious Games
Authors: ---
Year: 2022 Publisher: Basel MDPI - Multidisciplinary Digital Publishing Institute

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Abstract

The aim of this book is to present and discuss new advances in serious games to show how they could enhance the effectiveness and outreach of education, advertising, social awareness, health, policies, etc. We present their use in structured learning activities, not only with a focus on game-based learning, but also on the use of game elements and game design techniques to gamify the learning process. The published contributions really demonstrate the wide scope of application of game-based approaches in terms of purpose, target groups, technologies and domains and one aspect they have in common is that they provide evidence of how effective serious games, game-based learning and gamification can be.

Keywords

Humanities --- Education --- serious game --- gamification --- game-based learning --- programming teaching --- sustainability teaching --- mobile app --- asynchronous learning --- COVID-19 --- dental education --- distance learning --- game analytics --- integrative review --- remote learning --- serious games --- reading comprehension --- strategy training --- intelligent tutoring system --- feedback --- diabetes self-management --- RAD methodology --- game-design-based --- Software Usability Scale --- OMD --- eye-tracking --- training --- vision impairment --- rehabilitation --- vision teachers --- edutainment --- virtual reality --- traffic safety --- rollover simulator --- seat belt --- awareness --- digital game-based learning --- media in education --- multiplication game --- digital games usefulness --- computational thinking --- Swift Playgrounds --- 12-year Basic Education --- Bebras --- programming --- emotions --- emotional intelligence --- apps --- augmented reality --- usability --- primary school --- physics --- serious game --- gamification --- game-based learning --- programming teaching --- sustainability teaching --- mobile app --- asynchronous learning --- COVID-19 --- dental education --- distance learning --- game analytics --- integrative review --- remote learning --- serious games --- reading comprehension --- strategy training --- intelligent tutoring system --- feedback --- diabetes self-management --- RAD methodology --- game-design-based --- Software Usability Scale --- OMD --- eye-tracking --- training --- vision impairment --- rehabilitation --- vision teachers --- edutainment --- virtual reality --- traffic safety --- rollover simulator --- seat belt --- awareness --- digital game-based learning --- media in education --- multiplication game --- digital games usefulness --- computational thinking --- Swift Playgrounds --- 12-year Basic Education --- Bebras --- programming --- emotions --- emotional intelligence --- apps --- augmented reality --- usability --- primary school --- physics


Book
E-Learning, E-Education, and Online Training : First International Conference, eLEOT 2014, Bethesda, MD, USA, September 18-20, 2014, Revised Selected Papers
Authors: --- ---
ISBN: 3319132938 331913292X Year: 2014 Publisher: Cham : Springer International Publishing : Imprint: Springer,

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This book constitutes the thoroughly refereed post-conference proceedings of the First International Conference on E-Learning, E-Education, and Online Training (eLEOT 2014) held in Bethesda, MD, USA, in September 2014. The 22 revised full papers presented were carefully reviewed and selected from numerous submissions and focus topics such as web based tools, augmented reality, mobile learning, teaching frameworks and platforms, virtual learning environments.


Book
Serious Games, Interaction, and Simulation : 5th International Conference, SGAMES 2015, Novedrate, Italy, September 16-18, 2015, Revised Selected Papers
Authors: --- ---
ISBN: 3319290592 3319290606 Year: 2016 Publisher: Cham : Springer International Publishing : Imprint: Springer,

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This volume constitutes the proceedings of the 5th International Conference on Serious Games, Interaction, and Simulation, held in Novedrate, Italy, in September 2015. The 16 revised full papers together with 2 keynote papers were carefully reviewed and selected for inclusion in this book. They focus on the design, development, use, and application of games for purposes other than entertainment. As such they cover areas like cognition, psychology, technology-enhanced education, evaluation and assessment, multimedia and information technology, and feature new scientific approaches and results from experiments and real-life applications.

Keywords

Computer science. --- User interfaces (Computer systems). --- Computer simulation. --- Computer graphics. --- Education --- Computers and civilization. --- Computer Science. --- Computers and Education. --- Simulation and Modeling. --- Computer Imaging, Vision, Pattern Recognition and Graphics. --- Information Systems Applications (incl. Internet). --- User Interfaces and Human Computer Interaction. --- Computers and Society. --- Data processing. --- Education. --- Computer vision. --- Computer modeling --- Computer models --- Modeling, Computer --- Models, Computer --- Simulation, Computer --- Electromechanical analogies --- Mathematical models --- Simulation methods --- Model-integrated computing --- Informatics --- Science --- Machine vision --- Vision, Computer --- Artificial intelligence --- Image processing --- Pattern recognition systems --- Children --- Education, Primitive --- Education of children --- Human resource development --- Instruction --- Pedagogy --- Schooling --- Students --- Youth --- Civilization --- Learning and scholarship --- Mental discipline --- Schools --- Teaching --- Training --- Educational games --- Instructive games --- Training games --- Games --- Education—Data processing. --- Optical data processing. --- Application software. --- Civilization and computers --- Application computer programs --- Application computer software --- Applications software --- Apps (Computer software) --- Computer software --- Optical computing --- Visual data processing --- Bionics --- Electronic data processing --- Integrated optics --- Photonics --- Computers --- Interfaces, User (Computer systems) --- Human-machine systems --- Human-computer interaction --- Optical equipment


Book
E-Learning, E-Education, and Online Training : Second International Conference, eLEOT 2015, Novedrate, Italy, September 16-18, 2015, Revised Selected Papers
Authors: --- ---
ISBN: 3319288822 3319288830 Year: 2016 Publisher: Cham : Springer International Publishing : Imprint: Springer,

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This book constitutes the proceedings of the Second International Conference on E-Learning, E-Education, and Online Training, eLEOT 2015, held in Novedrate, Italy, in September 2015. The 26 revised full papers presented were carefully reviewed and selected from 52 submissions. They focus on e-learning and distance education in science, technology, engineering and math.


Book
Serious Games, Interaction and Simulation : 6th International Conference, SGAMES 2016, Porto, Portugal, June 16-17, 2016, Revised Selected Papers
Authors: --- ---
ISBN: 331951055X 3319510541 Year: 2017 Publisher: Cham : Springer International Publishing : Imprint: Springer,

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This book constitutes the thoroughly refereed post-conference proceedings of the 6th International Conference on Serious Games, Interaction and Simulation, SGAMES 2016, held in Porto, Portugal, in June 2016. The 19 revised full papers presented together with 2 keynote papers and an editorial introduction were carefully reviewed and selected from all the submissions. The papers cover areas like cognition, psychology, technology-enhanced education, evaluation and assessment, multimedia and information technology and feature new scientific approaches and results from experiments and real-life applications.

Keywords

Computer science. --- User interfaces (Computer systems). --- Artificial intelligence. --- Computer graphics. --- Education --- Computers and civilization. --- Educational technology. --- Computer Science. --- Computers and Education. --- User Interfaces and Human Computer Interaction. --- Artificial Intelligence (incl. Robotics). --- Computers and Society. --- Computer Imaging, Vision, Pattern Recognition and Graphics. --- Educational Technology. --- Data processing. --- Instructional technology --- Technology in education --- Civilization and computers --- Computer uses in education --- Computers in education --- Educational computing --- Microcomputer uses in education --- Microcomputers in education --- Automatic drafting --- Graphic data processing --- Graphics, Computer --- AI (Artificial intelligence) --- Artificial thinking --- Electronic brains --- Intellectronics --- Intelligence, Artificial --- Intelligent machines --- Machine intelligence --- Thinking, Artificial --- Interfaces, User (Computer systems) --- Informatics --- Education. --- Computer vision. --- Artificial Intelligence. --- Science --- Machine vision --- Vision, Computer --- Artificial intelligence --- Image processing --- Pattern recognition systems --- Children --- Education, Primitive --- Education of children --- Human resource development --- Instruction --- Pedagogy --- Schooling --- Students --- Youth --- Civilization --- Learning and scholarship --- Mental discipline --- Schools --- Teaching --- Training --- Bionics --- Cognitive science --- Digital computer simulation --- Electronic data processing --- Logic machines --- Machine theory --- Self-organizing systems --- Simulation methods --- Fifth generation computers --- Neural computers --- Technology --- Educational innovations --- Instructional systems --- Aids and devices --- Education—Data processing. --- Optical data processing. --- Optical computing --- Visual data processing --- Integrated optics --- Photonics --- Computers --- Human-machine systems --- Human-computer interaction --- Optical equipment


Book
Technology Supported Active Learning
Authors: --- ---
ISBN: 9789811620829 9789811620836 9789811620843 9789811620812 Year: 2021 Publisher: Singapore Springer Singapore :Imprint: Springer

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