E-Learning and Games for Training, Education, Health and Sports

E-Learning and Games for Training, Education, Health and Sports

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  • Author: Stefan Göbel
  • Publisher: Springer
  • ISBN: 3642334660
  • Category : Computers
  • Languages : en
  • Pages : 194

This book constitutes the refereed proceedings of the 7th International Conference on E-Learning and Games, Edutainment 2012, held in conjunction with the 3rd International Conference on Serious Games for Training, Education, Health and Sports, GameDays 2012, held in Darmstadt, Germany, in September 2012. The 21 full papers presented were carefully reviewed and selected for inclusion in this book. They are organized in topical sections named: game-based training; game-based teaching and learning; emerging learning and gaming technologies; authoring tools and mechanisms; and serious games for health.


Games for Training, Education, Health and Sports

Games for Training, Education, Health and Sports

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  • Author: Stefan Göbel
  • Publisher: Springer
  • ISBN: 3319059726
  • Category : Computers
  • Languages : en
  • Pages : 200

This book constitutes the refereed proceedings of the 4th International Conference on Serious Games for Training, Education, Health and Sports, Game Days 2014, held in Darmstadt, Germany, in April 2014. The 13 full papers presented together with 3 short papers, 2 keynotes, and 3 workshop papers were carefully reviewed and selected for inclusion in this book. The topics of the papers are settled in the fields of (game-based) training, teaching and learning, authoring tools, mobile gaming, health and rehabilitation, and citizen science. The papers address a broad scope of issues, including mechanisms and effects of (Serious) Games, adaptation and personalisation, local, mobile, and internet learning and education applications, game, reuse and evaluation, game settings, types of learners, problem solving etc.


Human-Computer Interaction

Human-Computer Interaction

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  • Author: Vanessa Agredo-Delgado
  • Publisher: Springer
  • ISBN: 3030052702
  • Category : Computers
  • Languages : en
  • Pages : 259

This book constitutes the thoroughly refereed proceedings of the 4th Iberoamerican Workshop on Human-Computer Interaction, HCI-Collab 2018, held in Popayán, Colombia, in April 2018. The 18 full papers presented in this volume were carefully reviewed and selected from 83 submissions. The papers are dealing with topics such as emotional interfaces, HCI and videogames, computational thinking, collaborative systems, software engineering and ICT in education.


Serious Games and Virtual Worlds in Education, Professional Development, and Healthcare

Serious Games and Virtual Worlds in Education, Professional Development, and Healthcare

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  • Author: Klaus Bredl
  • Publisher: IGI Global
  • ISBN: 1466636742
  • Category : Computers
  • Languages : en
  • Pages : 382

"This book explains how digital environments can easily become familiar and beneficial for educational and professional development, with the implementation of games into various aspects of our environment"--Provided by publisher.


Research on E-Learning and ICT in Education

Research on E-Learning and ICT in Education

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  • Author: Tharrenos Bratitsis
  • Publisher: Springer Nature
  • ISBN: 3031342917
  • Category : Education
  • Languages : en
  • Pages : 294

This book is comprised of research-based chapters developed from selected full papers presented at the Pan-Hellenic and International Conference “ICT in Education”. It includes covering technical, pedagogical, organizational, instructional, as well as policy aspects of ICT in Education and e-Learning. Special emphasis is given to applied research relevant to the educational practice guided by the educational realities in schools, colleges, universities and informal learning organizations. Further, the book encompasses current trends, perspectives, and approaches determining e-Learning and ICT integration in practice, including learning and teaching, curriculum and instructional design, learning media and environments, teacher education and professional development. Since 2012, Springer has published a volume entitled “Research on e-Learning and ICT in Education: Technological, Pedagogical and Instructional Issues” at the conclusion of every conference. These volumes are based on research work originally presented in the conference series mentioned above, but the call for chapters is open and disseminated to the international community attracting also international contributions. Furthermore, as the editors are also involved in EU funded international research projects in the area of educational technology, we strongly focus on attracting submissions demonstrating the current state-of-the-art and most recent research outcomes of such projects.


Proceedings of the 12th International Symposium on Computer Science in Sport (IACSS 2019)

Proceedings of the 12th International Symposium on Computer Science in Sport (IACSS 2019)

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  • Author: Martin Lames
  • Publisher: Springer Nature
  • ISBN: 3030350487
  • Category : Technology & Engineering
  • Languages : en
  • Pages : 212

This book provides an overview of current activities in the fascinating area between computer science and sports, presenting the state of the art in utilising the latest developments in computer science to support sports coaches and athletes. It covers a broad range of topics reflecting the diversity of this interdisciplinary field, including concepts in informatics like expert systems, modelling, simulation, machine learning, robotics, and sensor integration. Further, it describes applications of computer science in sports, such as alpine skiing, badminton, football, rowing, and table tennis, as well as interesting applications areas of sport like dementia, physiology, training, and space flights. The appeals to informaticians interested in the application field of sports as well as for sports scientists and practitioners looking for advanced methods in their particular sport.


ECGBL2015-9th European Conference on Games Based Learning

ECGBL2015-9th European Conference on Games Based Learning

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  • Author: Robin Munkvold and Line Kolås
  • Publisher: Academic Conferences and publishing limited
  • ISBN: 1910810584
  • Category : Computers
  • Languages : en
  • Pages : 826


Handbook of Game-Based Learning

Handbook of Game-Based Learning

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  • Author: Jan L. Plass
  • Publisher: MIT Press
  • ISBN: 0262356546
  • Category : Education
  • Languages : en
  • Pages : 601

A comprehensive introduction to the latest research and theory on learning and instruction with computer games. This book offers a comprehensive introduction to the latest research on learning and instruction with computer games. Unlike other books on the topic, which emphasize game development or best practices, Handbook of Game-Based Learning is based on empirical findings and grounded in psychological and learning sciences theory. The contributors, all leading researchers in the field, offer a range of perspectives, including cognitive, motivational, affective, and sociocultural. They explore research on whether (and how) computer games can help students learn educational content and academic skills; which game features (including feedback, incentives, adaptivity, narrative theme, and game mechanics) can improve the instructional effectiveness of these games; and applications, including games for learning in STEM disciplines, for training cognitive skills, for workforce learning, and for assessment. The Handbook offers an indispensable reference both for readers with practical interests in designing or selecting effective game-based learning environments and for scholars who conduct or evaluate research in the field. It can also be used in courses related to play, cognition, motivation, affect, instruction, and technology. Contributors Roger Azevedo, Ryan S. Baker, Daphne Bavelier, Amanda E. Bradbury, Ruth C. Clark, Michele D. Dickey, Hamadi Henderson, Bruce D. Homer, Fengfeng Ke, Younsu Kim, Charles E. Kinzer, Eric Klopfer, James C. Lester, Kristina Loderer, Richard E. Mayer, Bradford W. Mott, Nicholas V. Mudrick, Brian Nelson, Frank Nguyen, V. Elizabeth Owen, Shashank Pawar, Reinhard Pekrun, Jan L. Plass, Charles Raffale, Jonathon Reinhardt, C. Scott Rigby, Jonathan P. Rowe, Richard M. Ryan, Ruth N. Schwartz, Quinnipiac Valerie J. Shute, Randall D. Spain, Constance Steinkuehler, Frankie Tam, Michelle Taub, Meredith Thompson, Steven L. Thorne, A. M. Tsaasan


Handbook of Research on Serious Games for Educational Applications

Handbook of Research on Serious Games for Educational Applications

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  • Author: Zheng, Robert
  • Publisher: IGI Global
  • ISBN: 1522505148
  • Category : Education
  • Languages : en
  • Pages : 496

Games have been part of the entertainment industry for decades. Once only considered viable for personal entertainment, virtual gaming media is now being explored as a useful tool for learning and student engagement. The Handbook of Research on Serious Games for Educational Applications presents a comprehensive examination of the implementation of gaming in classroom settings and the cognitive benefits this integration presents. Highlighting theoretical, psychological, instructional design, and teaching perspectives, this book is a pivotal reference source for researchers, educators, professionals, and academics interested in the innovative opportunities of game-based learning.


Engineering Education 4.0

Engineering Education 4.0

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  • Author: Sulamith Frerich
  • Publisher: Springer
  • ISBN: 3319469169
  • Category : Computers
  • Languages : en
  • Pages : 967

This book presents a collection of results from the interdisciplinary research project “ELLI” published by researchers at RWTH Aachen University, the TU Dortmund and Ruhr-Universität Bochum between 2011 and 2016. All contributions showcase essential research results, concepts and innovative teaching methods to improve engineering education. Further, they focus on a variety of areas, including virtual and remote teaching and learning environments, student mobility, support throughout the student lifecycle, and the cultivation of interdisciplinary skills.