Augmented Learning

Author: Eric Klopfer
Publisher: MIT Press
ISBN: 0262113155
Format: PDF
Download Now
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.

Technology Platform Innovations and Forthcoming Trends in Ubiquitous Learning

Author: Neto, Francisco Milton Mendes
Publisher: IGI Global
ISBN: 1466645431
Format: PDF
Download Now
It is hard to deny the ubiquity of web technologies used for educational tools; which have provided significant breakthroughs in learning environments. These innovations have contributed to the growing approach of computer-supported education. Technology Platform Innovations and Forthcoming Trends in Ubiquitous Learning overviews the opportunities provided by new technologies, applications, and research in the areas of ubiquitous learning and how those technologies can be successfully implemented. This publication is addressed to a wide audience of researchers, students, and educators interested in a better comprehension of learning process requirements that are mediate by an assorted set of technology innovations.

Handbook of Research on Serious Games for Educational Applications

Author: Zheng, Robert
Publisher: IGI Global
ISBN: 1522505148
Format: PDF, ePub, Docs
Download Now
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.

Virtual Augmented and Mixed Realities in Education

Author: Dejian Liu
Publisher: Springer
ISBN: 9811054908
Format: PDF, ePub, Docs
Download Now
This book describes the current state of the art of various types of immersive learning: in research, in practice, and in the marketplace. It discusses advanced approaches in the design and development for various forms of immersive learning environments, and also the emerging innovations in assessment and research in the field. In addition, it demonstrates the opportunities and challenges in implementing advances in VR and immersion at scale in formal and informal learning. We are living in a time of rapid advances in terms of both the capabilities and the cost of virtual reality, multi-user virtual environments, and various forms of mixed reality. These new media potentially offer extraordinary opportunities for enhancing both motivation and learning across a range of subject areas, student developmental levels, and educational settings. With the development of practical and affordable virtual reality and mixed reality, people now have the chance to experience immersive learning both in classrooms and informally in homes, libraries, and community centers. The book appeals to a broad readership including teachers, administrators, scholars, policy makers, instructional designers, evaluators and industry leaders.

Distributed Ambient and Pervasive Interactions

Author: Norbert Streitz
Publisher: Springer
ISBN: 3319077880
Format: PDF, Docs
Download Now
This book constitutes the refereed proceedings of the Second International Conference on Distributed, Ambient, and Pervasive Interactions, DAPI 2014, held as part of the 16th International Conference on Human-Computer Interaction, HCII 2014, held in Heraklion, Crete, Greece in June 2014, jointly with 13 other thematically conferences. The total of 1476 papers and 220 posters presented at the HCII 2014 conferences were carefully reviewed and selected from 4766 submissions. These papers address the latest research and development efforts and highlight the human aspects of design and use of computing systems. The papers accepted for presentation thoroughly cover the entire field of Human-Computer Interaction, addressing major advances in knowledge and effective use of computers in a variety of application areas. The 58 papers included in this volume are organized in topical sections on design frameworks and models for intelligent interactive environments; natural interaction; cognitive, perceptual and emotional issues in ambient intelligence; user experience in intelligent environments; developing distributed, pervasive and intelligent environments; smart cities.

Facilitating Seven Ways of Learning

Author: James R. Davis
Publisher: Stylus Publishing, LLC
ISBN: 1579228437
Format: PDF, ePub, Mobi
Download Now
For teachers in higher education who haven’t been able to catch up with developments in teaching and learning, James Davis and Bridget Arend offer an introduction that focuses on seven coherent and proven evidence-based strategies. The underlying rationale is to provide a framework to match teaching goals to distinct ways of learning, based on well-established theories of learning. The authors present approaches that readers can readily and safely experiment with to achieve desired learning outcomes, and build confidence in changing their methods of teaching. Research on learning clearly demonstrates that learning is not one thing, but many. The learning associated with developing a skill is different from the learning associated with understanding and remembering information, which in turn is different from thinking critically and creatively, solving problems, making decisions, or change paradigms in the light of evidence. Differing outcomes involve different ways of learning and teaching strategies. The authors provide the reader with a conceptual approach for selecting appropriate teaching strategies for different types of content, and for achieving specific learning objectives. They demonstrate through examples how a focused and purposeful selection of activities improves student performance, and in the process makes for a more effective and satisfying teaching experience. The core of the book presents a chapter on each of the seven ways of learning. Each chapter offers a full description of the process, illustrates its application with examples from different academic fields and types of institutions, clearly describes the teacher’s facilitation role, and covers assessment and online use. The seven ways of learning are: Behavioral Learning; Cognitive Learning; Learning through Inquiry; Learning with Mental Models; Learning through Groups and Teams; Learning through Virtual Realities; and Experiential Learning. Along the way, the authors provide the reader with a basis for evaluating other approaches to teaching and other learning methodologies so that she or he can confidently go beyond the “seven ways” to adapt or adopt further strategies. This is the ideal companion for teachers who are beginning to explore new ways of teaching, and want to do some serious independent thinking about learning. The book can also be used to prepare graduate students for teaching, and will be welcomed by centers for teaching and learning to help continuing faculty re-examine a particular aspect of their teaching.

Mobile Learning

Author: M. Pegrum
Publisher: Springer
ISBN: 1137309814
Format: PDF
Download Now
This book explores the use of mobile devices for teaching and learning language and literacies, investigating the ways in which these technologies open up new educational possibilities. Pegrum builds up a rich picture of contemporary mobile learning and outlines of likely future developments.

Resonant Games

Author: Eric Klopfer
Publisher: MIT Press
ISBN: 0262346087
Format: PDF, ePub, Docs
Download Now
Principles for designing educational games that integrate content and play and create learning experiences connecting to many areas of learners' lives. Too often educational videogames are narrowly focused on specific learning outcomes dictated by school curricula and fail to engage young learners. This book suggests another approach, offering a guide to designing games that integrates content and play and creates learning experiences that connect to many areas of learners' lives. These games are not gamified workbooks but are embedded in a long-form experience of exploration, discovery, and collaboration that takes into consideration the learning environment. Resonant Games describes twenty essential principles for designing games that offer this kind of deeper learning experience, presenting them in connection with five games or collections of games developed at MIT's educational game research lab, the Education Arcade. Each of the games—which range from Vanished, an alternate reality game for middle schoolers promoting STEM careers, to Ubiquitous Bio, a series of casual mobile games for high school biology students—has a different story, but all spring from these fundamental assumptions: honor the whole learner, as a full human being, not an empty vessel awaiting a fill-up; honor the sociality of learning and play; honor a deep connection between the content and the game; and honor the learning context—most often the public school classroom, but also beyond the classroom.