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Book
Proceedings of the 2023 ACM Conference on International Computing Education Research - Volume 2

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Book
Labore in der Hochschullehre : Didaktik, Digitalisierung, Organisation
Authors: --- --- --- --- --- et al.
ISBN: 3763966064 3763962166 Year: 2020 Publisher: Bielefeld wbv Publikation

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In der Hochschullehre ist das Labor als Raum des praktischen Lehrens und Lernens in den technischen Fächern ein zentraler Bestandteil der Curricula. Damit der "Lernort Labor" einen positiven Beitrag zum Kompetenzerwerb der Lernenden leisten kann, müssen didaktische, organisatorische und sowie technische Gestaltungsfaktoren neu betrachtet werden. Was brauchen Labore, um zu einem effektiven, zukunftsfähigen Lernort zu werden? Wie kann sich Laborlehre mit den aktuellen Möglichkeiten der Digitalisierung weiterentwickeln? Die Autorinnen und Autoren geben Antworten auf diese Fragen. Der erste Teil des Sammelbandes beleuchtet das Thema Labordidaktik unter den veränderten Kompetenzerwartungen. Die Beiträge des zweiten Teils befassen sich mit der aktuellen und zukünftigen Entwicklung von Cross-Reality-Laboren als Einzelangebote sowie als Plattformen und Netzwerke. Bedingungen für das Gelingen - und für das Misslingen - von Cross-Reality-Laboren sind das zentrale Thema des dritten Teils, der besonders auf die infrastrukturelle und organisationale Ebene blickt und untersucht, wie diese Laborform technisch verlässlich und ökonomisch nachhaltig in die Lehre integriert werden kann. Der Sammelband richtet sich an Lehrende in ingenieur- und naturwissenschaftlichen Studiengängen, die sich mit der Gestaltung, Weiterentwicklung und Durchführung der Laborlehre befassen sowie an Hochschuldidaktiker:innen, an Leitungen und Mitarbeitende in der Hochschulverwaltung sowie in technischen Verbänden.


Book
The Distributed University for Sustainable Higher Education.
Author:
ISBN: 9789811665066 9811665060 9811665052 Year: 2021 Publisher: Singapore : Springer Singapore Pte. Limited,

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This book is open access and discusses the re-imagining of the higher education sector. It exposes problems that relate to the way that universities have become over-managed business enterprises which may not reflect societal, national, or global educational needs. From there, it proposes some solutions, including three innovative programs, that make universities more responsive to needs, as well as reduce their impact on the environment. The central idea of this book is developing the ‘Distributed University,’ which distributes education to where it is needed, reducing local and global inequalities in access, and emphasizing local relevance in place of large centralized campuses, with a low impact on the environment. It emphasizes the distribution of trust in place of managerialism and collaboration in place of competition. By focusing on distributing education online, this book discusses how the higher education sector can be set up to adapt to the changes in the ways we work and learn today, and which will be required to adapt to and take advantage of the Fourth Industrial Revolution.


Book
How Organizations Can Make the Most of Online Learning.
Author:
ISBN: 1637422741 Year: 2022 Publisher: New York : Business Expert Press,

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Description In an age of accelerating business and technological change, the success of an organization depends significantly on its employees and how they can effectively learn and perform their roles. New technologies, combined with innovative approaches to the design of experiences for learning and performance, can help organizations boost their performance and improve their overall culture.This concise book, written by an expert in e-learning and performance design, technology, education, and strategies, provides practical advice and insights for executives, learning designers and developers, subject matter experts, and others involved in organization learning.


Book
Gamification and Advanced Technology to Enhance Motivation in Education
Authors: ---
Year: 2020 Publisher: Basel, Switzerland MDPI - Multidisciplinary Digital Publishing Institute

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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.


Book
Gamification and Advanced Technology to Enhance Motivation in Education
Authors: ---
Year: 2020 Publisher: Basel, Switzerland MDPI - Multidisciplinary Digital Publishing Institute

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Abstract

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.


Book
Gamification and Advanced Technology to Enhance Motivation in Education
Authors: ---
Year: 2020 Publisher: Basel, Switzerland MDPI - Multidisciplinary Digital Publishing Institute

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Abstract

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.

Keywords

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


Book
Cognitive Aspects of Human-Computer Interaction for GIS
Author:
ISBN: 3039215698 303921568X Year: 2019 Publisher: MDPI - Multidisciplinary Digital Publishing Institute

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The book is dealing with recent progress in human–computer interaction (HCI) related to geographic information science (GIS). The Editorial starts with an overview about the evolution of the Internet and first HCI concepts and stimulates recent HCI developments using 3D and 4D apps, running on all mobile devices with OS Android, iOS, Linus, and Windows. Eight research articles present the state-of-the-art in HCI–GIS-related issues, starting with gender and age differences in using indoor maps via the estimation of building heights from space to an efficient visualization method for polygonal data with dynamic simplification. The review article deals with progress and challenges on entity alignment of geographic knowledge bases.


Book
Novel Industry 4.0 Technologies and Applications
Authors: --- ---
Year: 2020 Publisher: Basel, Switzerland MDPI - Multidisciplinary Digital Publishing Institute

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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.


Book
Novel Industry 4.0 Technologies and Applications
Authors: --- ---
Year: 2020 Publisher: Basel, Switzerland MDPI - Multidisciplinary Digital Publishing Institute

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Abstract

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.

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