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EBookClubs

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Book Gamificaci  n y aprendizaje ubicuo en educaci  n primaria

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.

Book Technology  Sustainability and Educational Innovation  TSIE

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.

Book Proceedings of IAC 2020 in Venice

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

Book Technology  Sustainability and Educational Innovation  TSIE

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.

Book Situated Language and Learning

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.

Book Juegos y gamificaci  n  Evidencias cient  ficas para su integraci  n en Educaci  n

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:

Book Andrew Rollings and Ernest Adams on Game Design

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.

Book Augmented Learning

    Book Details:
  • Author : Eric Klopfer
  • Publisher : MIT Press
  • Release : 2008
  • ISBN : 0262113155
  • Pages : 273 pages

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.

Book Digital Technologies in Designing Mathematics Education Tasks

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.

Book Designing  Deploying  and Evaluating Virtual and Augmented Reality in Education

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.

Book Informal Learning

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.

Book Flip Your Classroom

    Book Details:
  • Author : Jonathan Bergmann
  • Publisher : International Society for Technology in Education
  • Release : 2012-06-21
  • ISBN : 1564844684
  • Pages : 123 pages

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!

Book Gaming and Cognition  Theories and Practice from the Learning Sciences

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.

Book Literacy in a Digital World

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

Book Improving Science Education

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.

Book The Multiplayer Classroom

Download or read book The Multiplayer Classroom written by Lee Sheldon and published by CRC Press. This book was released on 2020-03-09 with total page 369 pages. Available in PDF, EPUB and Kindle. Book excerpt: Go beyond gamification’s badges and leaderboards with the new edition of the book, first published in 2011, that helped transform education. Going far beyond the first edition of The Multiplayer Classroom, forthrightly examining what worked and what didn’t over years of development, here are the tools to design any structured learning experience as a game to engage your students, raise their grades, and ensure their attendance. Suitable for use in the classroom or the boardroom, this book features a reader-friendly style that introduces game concepts and vocabulary in a logical way. Also included are case studies, both past and present, from others teaching in their own multiplayer classrooms around the world. You don't need any experience making games or even playing games to use this book. You don’t even need a computer. Yet, you will join many hundreds of educators who have learned how to create multiplayer games for any age on any subject. Lee Sheldon began his writing career in television as a writer-producer, eventually writing more than 200 shows ranging from Charlie’s Angels (writer) to Edge of Night (head writer) to Star Trek: The Next Generation (writer-producer). Having written and designed more than 40 commercial and applied video games, Lee spearheaded the first full writing for games concentration in North America at Rensselaer Polytechnic Institute and the second writing concentration at Worcester Polytechnic Institute, where he is now a professor of practice. Lee is a regular lecturer and consultant on game design and writing in the United States and abroad. His most recent commercial game, the award-winning The Lion’s Song, is currently on Steam.

Book Choice Theory  A Very Short Introduction

Download or read book Choice Theory A Very Short Introduction written by Michael Allingham and published by OUP Oxford. This book was released on 2002-08-22 with total page 144 pages. Available in PDF, EPUB and Kindle. Book excerpt: We make choices all the time - about trivial matters, about how to spend our money, about how to spend our time, about what to do with our lives. And we are also constantly judging the decisions other people make as rational or irrational. But what kind of criteria are we applying when we say that a choice is rational? What guides our own choices, especially in cases where we don't have complete information about the outcomes? What strategies should be applied in making decisions which affect a lot of people, as in the case of government policy? This book explores what it means to be rational in all these contexts. It introduces ideas from economics, philosophy, and other areas, showing how the theory applies to decisions in everyday life, and to particular situations such as gambling and the allocation of resources. ABOUT THE SERIES: The Very Short Introductions series from Oxford University Press contains hundreds of titles in almost every subject area. These pocket-sized books are the perfect way to get ahead in a new subject quickly. Our expert authors combine facts, analysis, perspective, new ideas, and enthusiasm to make interesting and challenging topics highly readable.