Download or read book Gamificaci n y aprendizaje ubicuo en educaci n primaria written by Javier Ballesta Pagán and published by Grao. This book was released on 2023-02-21 with total page 227 pages. Available in PDF, EPUB and Kindle. Book excerpt: Ofrece los principales resultados del proyecto de investigación «Gamificación y aprendizaje ubicuo en Educación Primaria. Elaboración de un mapa de competencias y recursos docentes, discentes y parentales (GAUBI)». Este proyecto ha analizado la interacción entre el aprendizaje ubicuo y la gamificación en primaria, una etapa en la que se asientan procesos de aprendizaje fundamentales, precisa de modelos de enseñanza-aprendizaje que favorezcan una integración didáctica de los dispositivos digitales móviles y permitan mediante propuestas metodológicas como la gamificación, cooperar e integrar la tecnología de forma lúdica en los procesos de enseñanza-aprendizaje dentro y fuera de las aulas.
Download or read book Technology Sustainability and Educational Innovation TSIE written by Andrea Basantes-Andrade and published by Springer Nature. This book was released on 2020-01-02 with total page 492 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book presents the proceedings of International Conference on Knowledge Society: Technology, Sustainability and Educational Innovation (TSIE 2019). The conference, which was held at UTN in Ibarra, Ecuador, on 3–5 July 2019, allowed participants and speakers to share their research and findings on emerging and innovative global issues. The conference was organized in collaboration with a number of research groups: Group for the Scientific Research Network (e-CIER); Research Group in Educational Innovation and Technology, University of Salamanca, Spain(GITE-USAL); International Research Group for Heritage and Sustainability (GIIPS), and the Social Science Research Group (GICS). In addition, it had the endorsement of the RedCLARA, e-science, Fidal Foundation, Red CEDIA, IEEE, Microsoft, Business IT, Adobe, and Argo Systems. The term “knowledge society” can be understood as the management, understanding and co-creation of knowledge oriented toward the sustainable development and positive transformation of society. In this context and on the occasion of the XXXIII anniversary of the Universidad Técnica del Norte (UTN), the Postgraduate Institute through its Master of Technology and Educational Innovation held the I International Congress on Knowledge Society: Technology, Sustainability and Educational Innovation – TSIE 2019, which brought together educators, researchers, academics, students, managers, and professionals, from both the public and private sectors to share knowledge and technological developments. The book covers the following topics: 1. curriculum, technology and educational innovation; 2. media and education; 3. applied computing; 4. educational robotics. 5. technology, culture, heritage, and tourism development perspectives; and 6. biodiversity and sustainability.
Download or read book Proceedings of IAC 2020 in Venice written by Group of Authors and published by Czech Institute of Academic Education z.s.. This book was released on 2020-06-05 with total page 71 pages. Available in PDF, EPUB and Kindle. Book excerpt: Virtual International Academic Conference in Venice 2020
Download or read book Technology Sustainability and Educational Innovation TSIE written by Andrea Basantes-Andrade and published by Springer. This book was released on 2020-01-04 with total page 479 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book presents the proceedings of International Conference on Knowledge Society: Technology, Sustainability and Educational Innovation (TSIE 2019). The conference, which was held at UTN in Ibarra, Ecuador, on 3–5 July 2019, allowed participants and speakers to share their research and findings on emerging and innovative global issues. The conference was organized in collaboration with a number of research groups: Group for the Scientific Research Network (e-CIER); Research Group in Educational Innovation and Technology, University of Salamanca, Spain(GITE-USAL); International Research Group for Heritage and Sustainability (GIIPS), and the Social Science Research Group (GICS). In addition, it had the endorsement of the RedCLARA, e-science, Fidal Foundation, Red CEDIA, IEEE, Microsoft, Business IT, Adobe, and Argo Systems. The term “knowledge society” can be understood as the management, understanding and co-creation of knowledge oriented toward the sustainable development and positive transformation of society. In this context and on the occasion of the XXXIII anniversary of the Universidad Técnica del Norte (UTN), the Postgraduate Institute through its Master of Technology and Educational Innovation held the I International Congress on Knowledge Society: Technology, Sustainability and Educational Innovation – TSIE 2019, which brought together educators, researchers, academics, students, managers, and professionals, from both the public and private sectors to share knowledge and technological developments. The book covers the following topics: 1. curriculum, technology and educational innovation; 2. media and education; 3. applied computing; 4. educational robotics. 5. technology, culture, heritage, and tourism development perspectives; and 6. biodiversity and sustainability.
Download or read book Situated Language and Learning written by James Paul Gee and published by Routledge. This book was released on 2012-10-02 with total page 130 pages. Available in PDF, EPUB and Kindle. Book excerpt: Why do poor and minority students under-perform in school? Do computer games help or hinder learning? What can new research in psychology teach our educational policy-makers? In this major new book, Gee tackles the 'big ideas' about language, literacy and learning, putting forward an integrated theory that crosses disciplinary boundaries, and applying it to some of the very real problems that face educationalists today. Situated Language and Learning looks at the specialist academic varieties of language that are used in disciplines such as mathematics and the sciences. It argues that the language acquisition process needed to learn these forms of language is not given enough attention by schools, and that this places unfair demands on poor and minority students. The book compares this with learning as a process outside the classroom, applying this idea to computer and video games, and exploring the particular processes of learning which take place as a child interacts with others and technology to learn and play. In doing so, Gee examines what video games can teach us about how to improve learning in schools and engages with current debates on subjects such as 'communities of practice' and 'digital literacies'. Bringing together the latest research from a number of disciplines, Situated Language and Learning is a bold and controversial book by a leading figure in the field, and is essential reading for anyone interested in education and language.
Download or read book Juegos y gamificaci n Evidencias cient ficas para su integraci n en Educaci n written by Esteban Vázquez-Cano and published by . This book was released on 2022 with total page 0 pages. Available in PDF, EPUB and Kindle. Book excerpt:
Download or read book Andrew Rollings and Ernest Adams on Game Design written by Andrew Rollings and published by New Riders. This book was released on 2003 with total page 652 pages. Available in PDF, EPUB and Kindle. Book excerpt: How often have you heard "anyone can design a game?" While it seems like an easy job, game ideas are cheap and plentiful. Advancing those ideas into games that people want to play is one of the hardest, and most under-appreciated, tasks in the game development cycle. Andrew Rollings and Ernest Adams on Game Design introduces both students and experienced developers to the craft of designing computer and video games for the retail market. The first half of the book is a detailed analysis of the key game design elements: examining game concepts and worlds, storytelling, character and user interface design, core mechanics and balance. The second half discusses each of the major game genres (action, adventure, role-playing, strategy, puzzle, and so on) and identifies the design patterns and unique creative challenges that characterize them. Filled with examples and worksheets, this book takes an accessible, practical approach to creating fun, innovative, and highly playable games.
Download or read book Augmented Learning written by Eric Klopfer and published by MIT Press. This book was released on 2008 with total page 273 pages. Available in PDF, EPUB and Kindle. Book excerpt: New technology has brought with it new tools for learning, and research has shown that the educational potential of video games resonates with teachers and pupils alike. Klopfer here describes the largely untapped potential of mobile learning games to make a substantial impact on education.
Download or read book Digital Technologies in Designing Mathematics Education Tasks written by Allen Leung and published by Springer. This book was released on 2016-10-12 with total page 359 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book is about the role and potential of using digital technology in designing teaching and learning tasks in the mathematics classroom. Digital technology has opened up different new educational spaces for the mathematics classroom in the past few decades and, as technology is constantly evolving, novel ideas and approaches are brewing to enrich these spaces with diverse didactical flavors. A key issue is always how technology can, or cannot, play epistemic and pedagogic roles in the mathematics classroom. The main purpose of this book is to explore mathematics task design when digital technology is part of the teaching and learning environment. What features of the technology used can be capitalized upon to design tasks that transform learners’ experiential knowledge, gained from using the technology, into conceptual mathematical knowledge? When do digital environments actually bring an essential (educationally, speaking) new dimension to classroom activities? What are some pragmatic and semiotic values of the technology used? These are some of the concerns addressed in the book by expert scholars in this area of research in mathematics education. This volume is the first devoted entirely to issues on designing mathematical tasks in digital teaching and learning environments, outlining different current research scenarios.
Download or read book Gaming and Cognition Theories and Practice from the Learning Sciences written by Van Eck, Richard and published by IGI Global. This book was released on 2010-05-31 with total page 431 pages. Available in PDF, EPUB and Kindle. Book excerpt: "This book applies the principles of research in the study of human cognition to games, with chapters representing 15 different disciplines in the learning sciences (psychology, serious game design, educational technology, applied linguistics, instructional design, eLearning, computer engineering, educational psychology, cognitive science, digital media, human-computer interaction, artificial intelligence, computer science, anthropology, education)"--Provided by publisher.
Download or read book Designing Deploying and Evaluating Virtual and Augmented Reality in Education written by Akcayir, Gokce and published by IGI Global. This book was released on 2020-10-23 with total page 404 pages. Available in PDF, EPUB and Kindle. Book excerpt: Augmented reality (AR) and virtual reality (VR) provide flexibility in education and have become widely used for the promotion of multimedia learning. This use coincides with mobile devices becoming prevalent, VR devices becoming more affordable, and the creation of user-friendly software that allows the development of AR/VR applications by non-experts. However, because the integration of AR and VR into education is a fairly new practice that is only in its initial stage, these processes and outcomes need to be improved. Designing, Deploying, and Evaluating Virtual and Augmented Reality in Education is an essential research book that presents current practices and procedures from different technology-implementation stages (design, deployment, and evaluation) to help educators use AR/VR applications in their own teaching practices. The book provides comprehensive information on AR and VR applications in different educational settings from various perspectives including but not limited to mobile learning, formal/informal learning, and integration strategies with practical and/or theoretical implications. Barriers and challenges to their implementation that are currently faced by educators are also addressed. This book is ideal for academicians, instructors, curriculum designers, policymakers, instructional designers, researchers, education professionals, practitioners, and students.
Download or read book Informal Learning written by Jay Cross and published by John Wiley & Sons. This book was released on 2011-01-25 with total page 320 pages. Available in PDF, EPUB and Kindle. Book excerpt: Most learning on the job is informal. This book offers advice on how to support, nurture, and leverage informal learning and helps trainers to go beyond their typical classes and programs in order to widen and deepen heir reach. The author reminds us that we live in a new, radically different, constantly changing, and often distracting workplace. He guides us through the plethora of digital learning tools that workers are now accessing through their computers, PDAs, and cell phones.
Download or read book Flip Your Classroom written by Jonathan Bergmann and published by International Society for Technology in Education. This book was released on 2012-06-21 with total page 123 pages. Available in PDF, EPUB and Kindle. Book excerpt: Learn what a flipped classroom is and why it works, and get the information you need to flip a classroom. You’ll also learn the flipped mastery model, where students learn at their own pace, furthering opportunities for personalized education. This simple concept is easily replicable in any classroom, doesn’t cost much to implement, and helps foster self-directed learning. Once you flip, you won’t want to go back!
Download or read book Mind and Media written by Patricia M. Greenfield and published by Psychology Press. This book was released on 2014-11-20 with total page 170 pages. Available in PDF, EPUB and Kindle. Book excerpt: Patricia M. Greenfield was one of the first psychologists to present new research on how various media can be used to promote social growth and thinking skills. In this now classic, she argues that each medium can make a contribution to development, that each has strengths and weaknesses, and that the ideal childhood environment includes a multimedia approach to learning. In the Introduction to the Classic Edition, Greenfield shows how the original edition set themes that have extended into contemporary research on media and child development, and includes an explanation of how the new media landscape has changed her own research and thinking.
Download or read book Literacy in a Digital World written by Kathleen Tyner and published by Routledge. This book was released on 2014-04-08 with total page 304 pages. Available in PDF, EPUB and Kindle. Book excerpt: An exploration of the jucture between media education and educational technology, for communication educators, education administrators
Download or read book Improving Science Education written by Millar, John and published by McGraw-Hill Education (UK). This book was released on 2000-12-01 with total page 382 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book takes stock of where we are in science education research, and considers where we ought now to be going. It explores how and whether the research effort in science education has contributed to improvements in the practice of teaching science and the science curriculum. It contains contributions from an international group of science educators. Each chapter explores a specific area of research in science education, considering why this research is worth doing, and its potential for development. Together they look candidly at important general issues such as the impact of research on classroom practice and the development of science education as a progressive field of research. The book was produced in celebration of the work of the late Rosalind Driver. All the principal contributors to the book had professional links with her, and the three sections of the book focus on issues that were of central importance in her work: research on teaching and learning in science; the role of science within the school curriculum and the nature of the science education we ought to be providing for young people; and the achievements of, and future agenda for, research in science education.
Download or read book Simulations and the Future of Learning written by Clark Aldrich and published by John Wiley & Sons. This book was released on 2003-10-27 with total page 301 pages. Available in PDF, EPUB and Kindle. Book excerpt: Simulations and the Future of Learning offers trainers and educators the information and perspective they need to understand, design, build, and deploy computer simulations for this generation. Looking back on his recent first-hand experience as lead designer for an advanced leadership development simulation, author Clark Aldrich has created a detailed case study of the creation and deployment of an e-learning simulation that had the development cycle of a modern computer game. With this book Aldrich, a leader in the e-learning field, has created an intriguing roadmap for the future of learning while taking us along on an entertaining rollercoaster ride of trial and error, success and failure. Simulations and the Future of Learning outlines the design principles and critical decisions around any simulation's components— the interface, the physics and animation systems, the artificial intelligence, and sets and figures. Using this accessible resource, readers will learn how to create and evaluate successful simulations that have the following characteristics: authentic and relevant scenarios; applied pressure situations that tap user's emotion and force them to act; a sense of unrestricted options; and replayability.