Subconscious Learning via Games and Social Media

Subconscious Learning via Games and Social Media

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  • Author: Olga Sourina
  • Publisher: Springer
  • ISBN: 9812874089
  • Category : Technology & Engineering
  • Languages : en
  • Pages : 158

This book provides a detailed update on the applications of Serious Games in Healthcare and Education sector. In short, it provides an all rounded research and industry updates about the current and future advances in this area. These are the two sectors that are developing rapidly with direct applications of serious games. With advances in technologies and a new perspective on patient engagement and public expectations, the healthcare sector is increasingly turning to serious games to solve problems. Subconscious Learning via Games and Social Media will share expert opinions on the development and application of game technologies for health-related serious games. Our commercial and non-commercial expert comes from different aspects of the healthcare system from clinicians to therapist. The scope ranges from population health to specific medical domain applications. In the education sector, digital games have a great potential to improve learning of both adults and children. It is important to understand how to design games that could create long term behavioral change rather than short term alterations. In these chapters, we discuss how the serious games should be designed and deployed for both adults and children.


Human Aspects of IT for the Aged Population. Social Media, Games and Assistive Environments

Human Aspects of IT for the Aged Population. Social Media, Games and Assistive Environments

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  • Author: Jia Zhou
  • Publisher: Springer
  • ISBN: 303022015X
  • Category : Computers
  • Languages : en
  • Pages : 634

This two-volume set LNCS 11592 and 11593 constitutes the refereed proceedings of the 5th International Conference on Human Aspects of IT for the Aged Population, ITAP 2019, held in July 2019 as part of HCI International 2019 in Orlando, FL, USA. HCII 2019 received a total of 5029 submissions, of which 1275 papers and 209 posters were accepted for publication after a careful reviewing process. The 86 papers presented in these two volumes are organized in topical sections named: Design with and for the Elderly, Aging and Technology Acceptance, Aging and the User Experience, Elderly-Specific Web Design, Aging and Social Media, Games and Exergames for the Elderly, Ambient Assisted Living, Aging, Motion, Cognition, Emotion and Learning.


Games and Learning Alliance

Games and Learning Alliance

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  • Author: Rosa Bottino
  • Publisher: Springer
  • ISBN: 3319501828
  • Category : Computers
  • Languages : en
  • Pages : 456

This book constitutes the refereed proceedings of the 5th International Conference on Games and Learning Alliance, GALA 2016, held in Utrecht, The Netherlands, in December 2016. The 27 revised regular papers presented together with 14 poster papers were carefully reviewed and selected from 55 submissions. The papers cover topics such as games and sustainability; games for math and programming; games and health; games and soft skills; games and management; games and learning; game development and assessment; and mobile games.


ECGBL 2019 13th European Conference on Game-Based Learning

ECGBL 2019 13th European Conference on Game-Based Learning

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  • Author: Lars Elbæk
  • Publisher: Academic Conferences and publishing limited
  • ISBN: 1912764377
  • Category : Education
  • Languages : en
  • Pages : 1077


Handbook of Research on Transformative and Innovative Pedagogies in Education

Handbook of Research on Transformative and Innovative Pedagogies in Education

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  • Author: Keengwe, Jared
  • Publisher: IGI Global
  • ISBN: 1799895629
  • Category : Education
  • Languages : en
  • Pages : 370

Various pedagogies, such as the use of digital learning in education, have been used and researched for decades, but many schools have little to show for these initiatives. This contrasts starkly with technology-supported initiatives in other fields such as business and healthcare. Traditional pedagogies and general digital technology applications have yet to impact education in a significant way that transforms learning. A primary reason for this minimal impact on learning is that digital technologies have attempted to make traditional instructional processes more efficient rather than using a more appropriate paradigm for learning. As such, it is important to look at digital technology as a partner and use transformative applications to become partners with students (not teachers) to empower their learning process both in and out of school. The Handbook of Research on Transformative and Innovative Pedagogies in Education is a comprehensive reference that identifies and justifies the paradigm of transformative learning and pedagogies in education. It provides exemplars of existing transformative applications that, if used as partners to empower student learning, have the potential to dramatically engage students in a type of learning that better fits 21st century learners. Covering topics such as gamification, project-based learning, and professional development, this major reference work is an essential resource for pre-service and in-service teachers, educational technologists, instructional designers, educational administration and faculty, researchers, and academicians seeking pedagogical models that inspire students to learn meaningfully.


Gaming and Geography

Gaming and Geography

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  • Author: Michael Morawski
  • Publisher: Springer Nature
  • ISBN: 3031422600
  • Category :
  • Languages : en
  • Pages : 329


Fostering Effective Student Communication in Online Graduate Courses

Fostering Effective Student Communication in Online Graduate Courses

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  • Author: Scheg, Abigail G.
  • Publisher: IGI Global
  • ISBN: 1522526838
  • Category : Education
  • Languages : en
  • Pages : 387

Keeping students engaged and receptive to learning can, at times, be a challenge. However, by implementing new pedagogical methods and tools, instructors can strengthen the drive to learn among their students. Fostering Effective Student Communication in Online Graduate Courses is a pivotal reference source for the latest research findings on the novel techniques and strategies for nurturing communication between students and faculty in virtual learning environments. Featuring extensive coverage on relevant areas such as collaborative work, academic advising, and student retention, this publication is an ideal resource for educators across all disciplines and levels, as well as educational administrators.


Understanding Game-based Approaches for Improving Sustainable Water Governance

Understanding Game-based Approaches for Improving Sustainable Water Governance

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  • Author: Wietske Medema
  • Publisher: MDPI
  • ISBN: 3039287621
  • Category : Science
  • Languages : en
  • Pages : 272

The sustainable governance of water resources relies on processes of multi-stakeholder collaborations and interactions that facilitate knowledge co-creation and social learning. Governance systems are often fragmented, forming a barrier to adequately addressing the myriad of challenges affecting water resources, including climate change, increased urbanized populations, and pollution. Transitions towards sustainable water governance will likely require innovative learning partnerships between public, private, and civil society stakeholders. It is essential that such partnerships involve vertical and horizontal communication of ideas and knowledge, and an enabling and democratic environment characterized by informal and open discourse. There is increasing interest in learning-based transitions. Thus far, much scholarly thinking and, to a lesser degree, empirical research has gone into understanding the potential impact of social learning on multi-stakeholder settings. The question of whether such learning can be supported by forms of serious gaming has hardly been asked. This Special Issue critically explores the potential of serious games to support multi-stakeholder social learning and collaborations in the context of water governance. Serious games may involve simulations of real-world events and processes and are challenge players to solve contemporary societal problems; they, therefore, have a purpose beyond entertainment. They offer a largely untapped potential to support social learning and collaboration by facilitating access to and the exchange of knowledge and information, enhancing stakeholder interactions, empowering a wider audience to participate in decision making, and providing opportunities to test and analyze the outcomes of policies and management solutions. Little is known about how game-based approaches can be used in the context of collaborative water governance to maximize their potential for social learning. While several studies have reported examples of serious games, there is comparably less research about how to assess the impacts of serious games on social learning and transformative change.


Transactions on Computational Science XXVIII

Transactions on Computational Science XXVIII

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  • Author: Marina L. Gavrilova
  • Publisher: Springer
  • ISBN: 3662530902
  • Category : Computers
  • Languages : en
  • Pages : 190

The LNCS journal Transactions on Computational Science reflects recent developments in the field of Computational Science, conceiving the field not as a mere ancillary science but rather as an innovative approach supporting many other scientific disciplines. The journal focuses on original high-quality research in the realm of computational science in parallel and distributed environments, encompassing the facilitating theoretical foundations and the applications of large-scale computations and massive data processing. It addresses researchers and practitioners in areas ranging from aerospace to biochemistry, from electronics to geosciences, from mathematics to software architecture, presenting verifiable computational methods, findings, and solutions, and enabling industrial users to apply techniques of leading-edge, large-scale, high performance computational methods. This, the 28th issue of the Transactions on Computational Science journal, is comprised of extended versions of selected papers from the International Conference on Cyberworlds, CyberWorlds 2015, held in Gotland, Sweden, in October 2015. The first paper is a position paper, presenting open problems and identifying future directions within the domain. The remaining 8 papers focus on a range of topics, including virtual reality, games, haptic modeling, cybersecurity, brain wave analysis, shape parameterization, projects, and data mining.


Planspiele in der Hochschullehre

Planspiele in der Hochschullehre

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  • Author: Julia Schwanholz
  • Publisher: BoD – Books on Demand
  • ISBN: 3758377250
  • Category : Education
  • Languages : de
  • Pages : 366

Planspiele erfreuen sich in der akademischen Lehre zunehmender Beliebtheit. Ihr Einsatz an Hochschulen und Universitäten erfolgt bisher unterschiedlich, abhängig von Disziplin und Einsatzort. Wissenschaftliche Reflexionen über den Einsatz von Planspielen gibt es insgesamt nur wenige. Das vorliegende Sonderheft setzt hier an: Es werden unterschiedliche fachwissenschaftliche Diskussionen zusammengeführt und interessante Reflexionen von Anwender:innen über die eigenen Lehr- und Lernzusammenhänge versammelt. Die Bandbreite der bearbeiteten Themen reicht dabei von Überblicksdarstellungen der Literatur über Auseinandersetzungen mit verschiedenen Arten des Kompetenzerwerbs, Curricula und Prüfungsformen bis hin zu spezifischen Planspielen, wie Projektmanagement und der Führungskräfteausbildung. Ebenso werden innovative Formate und die Entwicklung digitaler Planspiele vorgestellt und diskutiert.