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This Open Access book tracks the latest trends in the theory, research, and practice of entertainment-education, the field of communication that incorporates social change messaging into entertaining media. Sometimes called edutainment, social impact television, narrative persuasion, or cultural strategy, this approach to social and behavior change communication offers new opportunities including transmedia and digital formats. However, making media can be a chaotic process. The realities of working in the field and the rigid structures of scholarly evaluation often act as barriers to honest accounts of entertainment-education practice. In this collection of essays, experienced practitioners offer unique insight into how entertainment-education works and present a balanced view of its potential pitfalls. This book gives readers an opportunity to learn from the successes and mistakes of the experts, taking a behind-the-scenes look at the business of making entertainment-education media.
Media studies --- Development Communication --- Media and Communication --- Health Communication --- communication for social change --- social change communication --- edutainment --- mass media --- transmedia --- conflict resolution --- Open Access
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Over the past two decades, much attention has been given to the new media culture of video games, due to their unique features and pervasive nature among young people. This book critically examines the role of video games in education, arguing that they encourage strategic thinking, planning, communicating, negotiation skills, multi-tasking and group decision-making. It is also observed that video games promote higher levels of attention and concentration among players. The book contains multiple perspectives and presents thought-provoking ideas, innovative approaches, systemic exploration, exemplary and promising efforts, and future-oriented scenarios. The book draws together distinguished researchers, educational and curriculum planners, game creators, educational and social psychologists, and instructional designers to explore how video games can transform the future of education. «This volume makes a substantial contribution to the growing field of games and learning. Both the range of topics and the depth of exploration make it well worth the read. A forward-leaning discussion that will certainly help shape this emerging field.» (Constance Steinkuehler, University of Wisconsin-Madison, USA) «To push the field forward we need more critical thinking, like this book, that will find innovative ways to get us from experiments to practical use in schools.» (Simon Egenfeldt-Nielsen, IT University of Copenhagen, Denmark)
Adrian --- Colin --- Digital Games --- Education --- Educational Games --- Edutainment --- Exploring --- Future --- Game Research --- Game-based Learning --- Games --- Instructional Game Design --- Khine --- Knobel --- Lankshear --- Learning --- Michael --- Michele --- Myint --- Pedagogy --- Peters --- Play --- Video
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The focus of this Special Issue is aimed at enhancing the discussion of Engineering Education, particularly related to technological and professional learning. In the 21st century, students face a challenging demand: they are expected to have the best scientific expertise, but also highly developed social skills and qualities like teamwork, creativity, communication, or leadership. Even though students and teachers are becoming more aware of this necessity, there is still a gap between academic life and the professional world. In this Special Edition Book, the reader can find works tackling interesting topics such as educational resources addressing students’ development of competencies, the importance of final year projects linked to professional environments, and multicultural or interdisciplinary challenges.
n/a --- edutainment --- creative commons license --- matching under preferences --- European Project Semester --- teaching and research staff --- eco-design --- capstone project --- active learning --- automation --- Fluid Mechanics --- eco-efficiency --- infotainment --- OER developmental challenges --- rubrics --- project management --- undergraduate engineering program --- transnational education --- engineering classroom practices --- OER adaptation --- railway engineering --- competences --- interactive technology --- digital engineering --- project allocations --- teaching approaches --- Practical Work --- assessments and evaluations --- student engagement --- CAD/CAM --- Assessment --- robotics --- OER creation --- flexible manufacturing system --- Industry 4.0 --- engineering education --- professional competencies --- final project --- student-centered learning --- supervision --- clickers --- accreditation --- circular Economy --- learning objectives --- final year project --- constructive alignment --- environmental educational materials --- Engineering Education --- industrial communications --- Students Perceptions --- 4C2S analysis framework
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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.
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 --- n/a
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The present book contains all of the articles that were accepted and published in the Special Issue of MDPI’s journal Mathematics titled "Computational Intelligence and Human–Computer Interaction: Modern Methods and Applications". This Special Issue covered a wide range of topics connected to the theory and application of different computational intelligence techniques to the domain of human–computer interaction, such as automatic speech recognition, speech processing and analysis, virtual reality, emotion-aware applications, digital storytelling, natural language processing, smart cars and devices, and online learning. We hope that this book will be interesting and useful for those working in various areas of artificial intelligence, human–computer interaction, and software engineering as well as for those who are interested in how these domains are connected in real-life situations.
virtual dialogue assistant --- natural language processing --- machine learning --- online distance learning --- ubiquitous computing --- smart cars --- natural interfaces --- multimodal interaction --- smart devices --- gesture input --- voice input --- digital storytelling --- cultural heritage --- usability evaluation --- multi-platform evaluation --- fingerspelling recognition --- depth sensor --- finger attention --- receptive field --- inter-finger relation --- speaker diarization --- spontaneous speech processing --- voice activity detection --- overlapping speech detection --- speaker extractor models --- speaker number estimation --- model fusion --- quality estimation --- distant speech processing --- artificial neural networks --- agile global software engineering --- architectural knowledge management --- knowledge condensing --- edutainment applications --- emotions aware applications --- adaptive learning --- software architecture --- services --- formal concept analysis --- conceptual knowledge processing --- virtual reality --- human–computer interaction --- automatic speech recognition --- acoustic modeling --- highly inflected word forms --- acoustic background
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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.
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 --- n/a
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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.
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
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The present book contains all of the articles that were accepted and published in the Special Issue of MDPI’s journal Mathematics titled "Computational Intelligence and Human–Computer Interaction: Modern Methods and Applications". This Special Issue covered a wide range of topics connected to the theory and application of different computational intelligence techniques to the domain of human–computer interaction, such as automatic speech recognition, speech processing and analysis, virtual reality, emotion-aware applications, digital storytelling, natural language processing, smart cars and devices, and online learning. We hope that this book will be interesting and useful for those working in various areas of artificial intelligence, human–computer interaction, and software engineering as well as for those who are interested in how these domains are connected in real-life situations.
Research & information: general --- Mathematics & science --- virtual dialogue assistant --- natural language processing --- machine learning --- online distance learning --- ubiquitous computing --- smart cars --- natural interfaces --- multimodal interaction --- smart devices --- gesture input --- voice input --- digital storytelling --- cultural heritage --- usability evaluation --- multi-platform evaluation --- fingerspelling recognition --- depth sensor --- finger attention --- receptive field --- inter-finger relation --- speaker diarization --- spontaneous speech processing --- voice activity detection --- overlapping speech detection --- speaker extractor models --- speaker number estimation --- model fusion --- quality estimation --- distant speech processing --- artificial neural networks --- agile global software engineering --- architectural knowledge management --- knowledge condensing --- edutainment applications --- emotions aware applications --- adaptive learning --- software architecture --- services --- formal concept analysis --- conceptual knowledge processing --- virtual reality --- human–computer interaction --- automatic speech recognition --- acoustic modeling --- highly inflected word forms --- acoustic background --- virtual dialogue assistant --- natural language processing --- machine learning --- online distance learning --- ubiquitous computing --- smart cars --- natural interfaces --- multimodal interaction --- smart devices --- gesture input --- voice input --- digital storytelling --- cultural heritage --- usability evaluation --- multi-platform evaluation --- fingerspelling recognition --- depth sensor --- finger attention --- receptive field --- inter-finger relation --- speaker diarization --- spontaneous speech processing --- voice activity detection --- overlapping speech detection --- speaker extractor models --- speaker number estimation --- model fusion --- quality estimation --- distant speech processing --- artificial neural networks --- agile global software engineering --- architectural knowledge management --- knowledge condensing --- edutainment applications --- emotions aware applications --- adaptive learning --- software architecture --- services --- formal concept analysis --- conceptual knowledge processing --- virtual reality --- human–computer interaction --- automatic speech recognition --- acoustic modeling --- highly inflected word forms --- acoustic background
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Original research articles, review articles from contributors, and the novel technology news related to social science education and social sciences.
pedagogy of social studies --- social sciences learning --- edutainment model --- social skills --- Social sciences --- Study and teaching --- Behavioral sciences --- Human sciences --- Sciences, Social --- Social science --- Social studies --- Civilization --- Study and teaching. --- Indonesia. --- Dutch East Indies --- Endonèsie --- Indanezii͡ --- Indoneshia --- Indoneshia Kyōwakoku --- Indonesi --- Indonesya --- Indonezia --- Indonezii͡ --- Indonezija --- İndoneziya --- İndoneziya Respublikası --- Indūnīsīy --- Induonezėj --- Jumhūrīyah Indūnīsīy --- PDRI --- Pemerintah Darurat Republik Indonesia --- R.I. --- Republic of Indonesia --- Republic of the United States of Indonesia --- Republica d'Indonesia --- Republiek van Indonesi --- Republik Indonesia --- Republik Indonesia Serikat --- Republika Indonezii͡ --- Republika Indonezija --- Rėspublika Indanezii͡ --- RI --- United States of Indonesia --- Yinni --- Indonesia --- Dutch East Indies (Territory under Japanese occupation, 1942-1945) --- Indanezii︠a︡ --- Indonesië --- Indonezii︠a︡ --- Indūnīsīyā --- Induonezėjė --- Jumhūrīyah Indūnīsīyā --- Republiek van Indonesië --- Republika Indonezii︠a︡ --- Rėspublika Indanezii︠a︡
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The present book contains all of the articles that were accepted and published in the Special Issue of MDPI’s journal Mathematics titled "Computational Intelligence and Human–Computer Interaction: Modern Methods and Applications". This Special Issue covered a wide range of topics connected to the theory and application of different computational intelligence techniques to the domain of human–computer interaction, such as automatic speech recognition, speech processing and analysis, virtual reality, emotion-aware applications, digital storytelling, natural language processing, smart cars and devices, and online learning. We hope that this book will be interesting and useful for those working in various areas of artificial intelligence, human–computer interaction, and software engineering as well as for those who are interested in how these domains are connected in real-life situations.
Research & information: general --- Mathematics & science --- virtual dialogue assistant --- natural language processing --- machine learning --- online distance learning --- ubiquitous computing --- smart cars --- natural interfaces --- multimodal interaction --- smart devices --- gesture input --- voice input --- digital storytelling --- cultural heritage --- usability evaluation --- multi-platform evaluation --- fingerspelling recognition --- depth sensor --- finger attention --- receptive field --- inter-finger relation --- speaker diarization --- spontaneous speech processing --- voice activity detection --- overlapping speech detection --- speaker extractor models --- speaker number estimation --- model fusion --- quality estimation --- distant speech processing --- artificial neural networks --- agile global software engineering --- architectural knowledge management --- knowledge condensing --- edutainment applications --- emotions aware applications --- adaptive learning --- software architecture --- services --- formal concept analysis --- conceptual knowledge processing --- virtual reality --- human–computer interaction --- automatic speech recognition --- acoustic modeling --- highly inflected word forms --- acoustic background
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