Download or read book YOUTH CARE KNOWLEDGE EXCHANGE THROUGH ONLINE SIMULATION GAMING written by Roelof Petrus Hortulanus and published by Kees JM van Haaster, Amersfoort-NL. This book was released on 2014 with total page 401 pages. Available in PDF, EPUB and Kindle. Book excerpt: Youth care multi-disciplinary networks need flexible, interactive and attractive tools and methods for knowledge exchange in view of timely, effective and durable help in complex parenting problem situations. Social media, virtuality, simulation and gaming gain an increasing significance in the way people share information, learn and organize themselves. This leads to the question whether youth care practice is ready to adopt some online practicalities for network exchange. This design study describes model development and model appreciation of online role-play simulation gaming as a time, pace and place independent way to share expertise, information and knowledge among the actors in youth care practice. The results show that youth care professionals think that simulation gaming is relevant and convenient to unravel difficult issues, to elaborate network strategies, and to jointly reflect on intervention. The research is unique in domains of youth care intervention and in game theory. The singularity of contexts and actors is taken as starting point in a cross-over of game design and behavioral science. Online role-play simulation gaming leads to a better understanding of complexity in youth care situations and to a greater awareness of network capacities and capabilities and helps to establish accountability of choices of intervention.
Download or read book Frontiers in Gaming Simulation written by Sebastiaan A. Meijer and published by Springer. This book was released on 2014-01-28 with total page 270 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book constitutes the refereed post-conference proceedings of the 44th International Simulation and Gaming Association Conference, ISAGA 2013, and the IFIP WG 5.7 Workshop on Experimental Interactive Learning in Industrial Management, held in Stockholm, Sweden, in June 2013 The 30 revised full papers were carefully reviewed and selected for inclusion in the book. The papers are organized in topical sections on frontiers in gaming simulation for education; frontiers in gaming simulation for design and experimentation; frontiers in gaming simulation for transportation and logistics; and professionalism and business in gaming simulation.
Download or read book Interactive Media Use and Youth Learning Knowledge Exchange and Behavior written by Dunkels, Elza and published by IGI Global. This book was released on 2011-03-31 with total page 318 pages. Available in PDF, EPUB and Kindle. Book excerpt: "This book provides a comprehensive collection of knowledge on interactive media based on different perspectives on quantitative and descriptive studies, what goes on in the contemporary media landscape, and pedagogical research on formal and non-formal learning strategies"--Provided by publisher.
Download or read book The Transfer of Knowledge through Art and Visualization written by Anna Ursyn and published by Taylor & Francis. This book was released on 2023-12-06 with total page 130 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book offers strategies for the transfer of knowledge through combining information technology and visual arts, and examining how to visually enhance and convey knowledge. Specifically, it presents a fresh look at how technology-based, science-inspired projects can be innovatively delivery through artistic methods. It explores a selection of inventions gained through the collaboration of internationalist professionals in various fields of knowledge, before outlining a new approach in how knowledge can be delivered using the inventions in a novel, visual way through action-based visual storytelling, video, graphical display, and visualization. Crucially, it looks at how current media and techniques used for presenting topics in industries, corporations, commerce and marketing companies could be successfully translated and developed as a presentation skill in the school, college, or university environment. It thus seeks to address the skills that prospective employers expect from students, in terms of possessing the ability to create visual presentations of data, solutions, and products. With a sharp focus on the current generation schools, academies, business and marketing companies, and catering to the modern demand for novelty in presentation, it makes a strong contribution to the conversation around professional collaboration, visual communication, knowledge transfer, novel technologies, and knowledge visualization.
Download or read book Gaming and Simulations Concepts Methodologies Tools and Applications written by Management Association, Information Resources and published by IGI Global. This book was released on 2010-11-30 with total page 2084 pages. Available in PDF, EPUB and Kindle. Book excerpt: "This book set unites fundamental research on the history, current directions, and implications of gaming at individual and organizational levels, exploring all facets of game design and application and describing how this emerging discipline informs and is informed by society and culture"--Provided by publisher.
Download or read book Computer Supported Collaborative Learning at the Workplace written by Sean P. Goggins and published by Springer Science & Business Media. This book was released on 2013-05-13 with total page 333 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book is an edited volume of case studies exploring the uptake and use of computer supported collaborative learning in work settings. This book fills a significant gap in the literature. A number of existing works provide empirical research on collaborative work practices (Lave & Wenger, 1987; Davenport, 2005), the sharing of information at work (Brown & Duguid, 2000), and the development of communities of practice in workplace settings (Wenger, 1998). Others examine the munificent variation of information and communication technology use in the work place, including studies of informal social networks, formal information distribution and other socio-technical combinations found in work settings (Gibson & Cohen, 2003). Another significant thread of prior work is focused on computer supported collaborative learning, much of it investigating the application of computer support for learning in the context of traditional educational institutions, like public schools, private schools, colleges and tutoring organizations. Exciting new theories of how knowledge is constructed by groups (Stahl, 2006), how teachers contribute to collaborative learning (reference to another book in the series) and the application of socio-technical scripts for learning is explicated in book length works on CSCL. Book length empirical work on CSCW is widespread, and CSCL book length works are beginning to emerge with greater frequency. We distinguish CSCL at Work from prior books written under the aegis of training and development, or human resources more broadly. The book aims to fill a void between existing works in CSCW and CSCL, and will open with a chapter characterizing the emerging application of collaborative learning theories and practices to workplace learning. CSCL and CSCW research each make distinct and important contributions to the construction of collaborative workplace learning.
Download or read book Design and Implementation of Educational Games Theoretical and Practical Perspectives written by Zemliansky, Pavel and published by IGI Global. This book was released on 2010-04-30 with total page 540 pages. Available in PDF, EPUB and Kindle. Book excerpt: "This book will give readers a solid understanding of issues in educational game design and deployment in the classroom"--Provided by publisher.
Download or read book Videogame Sciences and Arts written by Liliana Vale Costa and published by Springer Nature. This book was released on 2024-01-02 with total page 347 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book constitutes the revised selected papers of the 13th International Conference on Videogame Sciences and Arts, VJ 2023, held in Aveiro, Portugal, during November 28–30, 2023. The 17 full papers and the 6 short papers presented were carefully reviewed and selected from 64 submissions. They are organized in topical sections named: game experience and evaluation; game-based learning and edutainment; games and culture; game design and development.
Download or read book The Computer Supported Collaborative Learning CSCL Conference 2013 Volume 1 written by ISLS and published by Lulu.com. This book was released on 2014-04-23 with total page 605 pages. Available in PDF, EPUB and Kindle. Book excerpt: The Computer Supported Collaborative Learning (CSCL) Conference 2013 proceedings, Volume 1
Download or read book Library of Congress Subject Headings written by Library of Congress and published by . This book was released on 2013 with total page 1480 pages. Available in PDF, EPUB and Kindle. Book excerpt:
Download or read book The International Handbook of Collaborative Learning written by Cindy E. Hmelo-Silver and published by Routledge. This book was released on 2013-03-05 with total page 530 pages. Available in PDF, EPUB and Kindle. Book excerpt: Collaborative learning has become an increasingly important part of education, but the research supporting it is distributed across a wide variety of fields including social, cognitive, developmental, and educational psychology, instructional design, the learning sciences, educational technology, socio-cultural studies, and computer-supported collaborative learning. The goal of this book is to integrate theory and research across these diverse fields of study and, thereby, to forward our understanding of collaborative learning and its instructional applications. The book is structured into the following 4 sections: 1) Theoretical Foundations 2) Research Methodologies 3) Instructional Approaches and Issues and 4) Technology. Key features include the following: Comprehensive and Global – This is the first book to provide a comprehensive review of the widely scattered research on collaborative learning including the contributions of many international authors. Cross disciplinary – The field of collaborative learning is highly interdisciplinary drawing scholars from psychology, computer science, mathematics education, science education, and educational technology. Within psychology, the book brings together perspectives from cognitive, social, and developmental psychology as well as from the cross-disciplinary field of the learning sciences. Chapter Structure – To ensure consistency across the book, authors have organized their chapters around integrative themes and issues. Each chapter author summarizes the accumulated literature related to their chapter topic and identifies the strengths and weaknesses of the supporting evidence. Strong Methodology – Each chapter within the extensive methodology section describes a specific methodology, its underlying assumptions, and provide examples of its application. This book is appropriate for researchers and graduate level instructors in educational psychology, learning sciences, cognitive psychology, social psychology, computer science, educational technology, teacher education and the academic libraries serving them. It is also appropriate as a graduate level textbook in collaborative learning, computer-supported collaborative learning, cognition and instruction, educational technology, and learning sciences.
Download or read book Official Gazette of the United States Patent and Trademark Office written by and published by . This book was released on 1999 with total page 1286 pages. Available in PDF, EPUB and Kindle. Book excerpt:
Download or read book Handbook of Research on Gaming Trends in P 12 Education written by Russell, Donna and published by IGI Global. This book was released on 2015-10-21 with total page 698 pages. Available in PDF, EPUB and Kindle. Book excerpt: Gaming applications are rapidly expanding into the realm of education. Game-based education creates an active and enjoyable learning environment, especially for children and young adults who regularly use gaming for recreational purposes. Due to the evolving nature of education, gaming provides a transformative learning experience for diverse students. The Handbook of Research on Gaming Trends in P-12 Education provides current research intended to aid educators, school administrators, and game developers in teaching today’s youth in a technology-immersive society. This publication melds together gaming for entertainment purposes as well as gaming applied within educational settings with an emphasis on P-12 classrooms. Featuring exhaustive coverage on topics relating to virtual reality, game design, immersive learning, distance learning through 3D environments as well as best practices for gaming implementation in real-world settings, this handbook of research is an essential addition to the reference collection of international academic libraries.
Download or read book Virtual Communities Concepts Methodologies Tools and Applications written by Management Association, Information Resources and published by IGI Global. This book was released on 2010-10-31 with total page 2736 pages. Available in PDF, EPUB and Kindle. Book excerpt: Covers the development, design, and utilization of virtual organizations and communities and the resulting impact of these venues.
Download or read book Gamification for Human Factors Integration Social Education and Psychological Issues written by Bishop, Jonathan and published by IGI Global. This book was released on 2014-01-31 with total page 362 pages. Available in PDF, EPUB and Kindle. Book excerpt: With the popularity and ease-of-access to internet technologies, especially social networking, a number of human-centered issues has developed including internet addiction and cyber bullying. In an effort to encourage positive behavior, it is believed that applying gaming principles to non-gaming environments through gamification can assist in improving human interaction online. Gamification for Human Factors Integration: Social, Educational, and Psychological Issues presents information and best practices for promoting positive behavior online through gamification applications in social, educational, and psychological contexts. Through up-to-date research and practical applications, educators, academicians, information technology professionals, and psychologists will gain valuable insight into human-internet interaction and a possible solution for improving the relationship between society and technology.
Download or read book International Handbook of Computer Supported Collaborative Learning written by Ulrike Cress and published by Springer Nature. This book was released on 2021-10-08 with total page 669 pages. Available in PDF, EPUB and Kindle. Book excerpt: CSCL has in the past 15 years (and often in conjunction with Springer) grown into a thriving and active community. Yet, lacking is a comprehensive CSCL handbook that displays the range of research being done in this area. This handbook will provide an overview of the diverse aspects of the field, allowing newcomers to develop a sense of the entirety of CSCL research and for existing community members to become more deeply aware of work outside their direct area. The handbook will also serve as a ready reference for foundational concepts, methods, and approaches in the field. The chapters are written in such a way that each of them can be used in a stand-alone fashion while also serving as introductory readings in relevant study courses or in teacher education. While some CSCL-relevant topics are addressed in the International Handbook of the Learning Sciences and the International Handbook of Collaborative Learning, these books do not aim to present an integrated and comprehensive view of CSCL. The International Handbook of Computer- Supported Collaborative Learning covers all relevant topics in CSCL, particularly recent developments in the field, such as the rise of computational approaches and learning analytics.
Download or read book Handbook of Research on Advancing Health Education through Technology written by Wang, Victor C.X. and published by IGI Global. This book was released on 2015-09-21 with total page 613 pages. Available in PDF, EPUB and Kindle. Book excerpt: The Internet serves as an essential tool in promoting health awareness through the circulation of important research among the medical professional community. While digital tools and technologies have greatly improved healthcare, challenges are still prevalent among diverse populations worldwide. The Handbook of Research on Advancing Health Education through Technology presents a comprehensive discussion of health knowledge equity and the importance of the digital age in providing life-saving data for diagnosis and treatment of diverse populations with limited resources. Featuring timely, research-based chapters across a broad spectrum of topic areas including, but not limited to, online health information resources, data management and analysis, and knowledge accessibility, this publication is an essential reference source for researchers, academicians, medical professionals, and upper level students interested in the advancement and dissemination of medical knowledge.