Digital Systems for Open Access to Formal and Informal Learning

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Author: Demetrios G. Sampson,Dirk Ifenthaler,J. Michael Spector,Pedro Isaias

Publisher: Springer

ISBN: 3319022644

Category: Education

Page: 347

View: 5093

Today, Digital Systems and Services for Technology Supported Learning and Education are recognized as the key drivers to transform the way that individuals, groups and organizations “learn” and the way to “assess learning” in 21st Century. These transformations influence: Objectives - moving from acquiring new “knowledge” to developing new and relevant “competences”; Methods – moving from “classroom” based teaching to “context-aware” personalized learning; and Assessment – moving from “life-long” degrees and certifications to “on-demand” and “in-context” accreditation of qualifications. Within this context, promoting Open Access to Formal and Informal Learning, is currently a key issue in the public discourse and the global dialogue on Education, including Massive Open Online Courses (MOOCs) and Flipped School Classrooms. This volume on Digital Systems for Open Access to Formal and Informal Learning contributes to the international dialogue between researchers, technologists, practitioners and policy makers in Technology Supported Education and Learning. It addresses emerging issues related with both theory and practice, as well as, methods and technologies that can support Open Access to Formal and Informal Learning. In the twenty chapters contributed by international experts who are actively shaping the future of Educational Technology around the world, topics such as: - The evolution of University Open Courses in Transforming Learning - Supporting Open Access to Teaching and Learning of People with Disabilities - Assessing Student Learning in Online Courses - Digital Game-based Learning for School Education - Open Access to Virtual and Remote Labs for STEM Education - Teachers’ and Schools’ ICT Competence Profiling - Web-Based Education and Innovative Leadership in a K-12 International School Setting are presented. An in-depth blueprint of the promise, potential, and imminent future of the field, Digital Systems for Open Access to Formal and Informal Learning is necessary reading for researchers and practitioners, as well as, undergraduate and postgraduate students, in educational technology.

Open Education: from OERs to MOOCs

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Author: Mohamed Jemni,Kinshuk,Mohamed Koutheair Khribi

Publisher: Springer

ISBN: 3662529254

Category: Education

Page: 359

View: 8093

This book focuses on the emerging phenomenon of Massive Open Online Courses (MOOCs), which are changing the fundamental underpinning of educational systems worldwide and forcing educators and other stakeholders to re-think the way instruction is currently conducted. It examines the origins of MOOCs within the context of the open education movement, and reviews current policies, guidelines and initiatives to promote the use of ICT in education through the development and use of open educational resources from international practices, including implementation and licensing issues. With a particular focus on new trends in MOOCs, the book explores the potential of this emerging paradigm, its rise and its impact on openness in education. Various new initiatives are also presented, including more global examples and those that are more geared to certain regional contexts. The book is intended as a stepping stone for both researchers and practitioners who are looking to approach MOOCs from a holistic perspective.

Die Wirkung von Gamification auf Motivation und Leistung

Empirische Studien im Kontext manueller Arbeitsprozesse

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Author: Michael Sailer

Publisher: Springer-Verlag

ISBN: 3658143096

Category: Education

Page: 285

View: 3837

Michael Sailer untersucht, wie und inwieweit im Rahmen von Gamification verwendete Spiel-Design-Elemente Motivation und Leistung beeinflussen können. Neben einer ausführlichen Aufarbeitung des Forschungsstandes in unterschiedlichen Anwendungsfeldern werden zwei empirische Untersuchungen im Kontext manueller Arbeitsprozesse durchgeführt, die aufzeigen, dass Gamification eine wirkungsvolle Maßnahme darstellen kann: Gamification kann zur Erfüllung motivierend wirkender psychologischer Grundbedürfnisse beitragen sowie die Qualität und Quantität der erbrachten Leistung fördern.

Handbook of Research on Mobile Devices and Applications in Higher Education Settings

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Author: Briz-Ponce, Laura,Juanes-Méndez, Juan Antonio,García-Peñalvo, Francisco José

Publisher: IGI Global

ISBN: 1522502572

Category: Education

Page: 608

View: 891

Mobile phones have become an integral part of society, as their convenience has helped democratize and revolutionize communication and the marketplace of ideas. Because of their ubiquity in higher education, undergraduate classrooms have begun to utilize smartphones and tablets as tools for learning. The Handbook of Research on Mobile Devices and Applications in Higher Education Settings explores and fosters new perspectives on the use of mobile applications in a classroom context. This timely publication will demonstrate the challenges that universities face when introducing new technologies to students and instructors, as well as the rewards of doing so in a thoughtful manner. This book is meant to present the latest research and become a source of inspiration for educators, administrators, researchers, app developers, and students of education and technology.

Gaming and Technology Addiction: Breakthroughs in Research and Practice

Breakthroughs in Research and Practice

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Author: Management Association, Information Resources

Publisher: IGI Global

ISBN: 1522507795

Category: Psychology

Page: 898

View: 1861

Addiction is a powerful and destructive condition impacting large portions of the population around the world. While typically associated with substances such as drugs and alcohol, technology and gaming addiction have become a concern in recent years as technology use has become ubiquitous. Gaming and Technology Addiction: Breakthroughs in Research and Practice explores the social and psychological implications of technology and gaming addiction in addition to ways to manage and treat this unique form of addiction. Focusing on emerging research, case studies, and future outlooks, this comprehensive publication is an essential resource for psychologists, counselors, graduate-level students, and researchers studying psychology and technology use.

Nachhaltigkeit der Motivation in der Gamification

Eine systematische Analyse

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Author: Jennifer Thiel

Publisher: GRIN Verlag

ISBN: 3656955794

Category: Business & Economics

Page: 54

View: 5155

Bachelorarbeit aus dem Jahr 2015 im Fachbereich BWL - Personal und Organisation, Note: 1,3, Universität Siegen, Sprache: Deutsch, Abstract: Aktuell ist ein aufstrebender Trend in Bezug auf die Gamifizierung von Arbeitsprozessen zu erkennen. Das Ziel von Gamification ist die Nutzung von Spielelementen in einem spielfremden Kontext , um die motivierende Wirkung von Computerspielen für andere Einsatzgebiete zu nutzen. Die Beobachtung von Individuen bei der Nutzung von Computerspielen zeigt, dass diese Spiele animieren und die Spieler emotional involviert sind. Selbst bei der Erledigung von monotonen, repetitiven Spielsequenzen sind die Nutzer motiviert. Einige Personen erfahren beim Spielen einen „Flow-Zustand“. Der zunehmende Wettbewerbs- und Kostendruck erfordert von Unternehmen eine effektive und effiziente Nutzung aller zur Verfügung stehenden Leistungspotentiale und Ressourcen. Durch die Nutzung der positiven Effekte von Spielelementen der Computerspiele ist Gamification eine innovative Methode um, unter anderem, die Mitarbeitermotivation zu fördern. Dauerhaft motivierte Mitarbeiter sind ein Schlüssel zum Unternehmenserfolg. Befürworter der Gamification, wie die Spielentwicklerin Jane McGonigal, sind der Ansicht, dass Spiele in der Lage sind Probleme zu lösen und Glücksgefühle bei dem Nutzer zu erzeugen. Die Kritiker hingegen sind der Auffassung, Gamification sei völliger „Bullshit“ und lediglich eine Erfindung von Unternehmensberatungen. Der aktuelle Forschungsstand erfasst allerdings nicht, inwieweit gamifizierte Arbeitsprozesse Mitarbeiter in Unternehmen nachhaltig motivieren können.

Digital Universities V.1 (2014) -

International best practices and applications

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Author: Katharine A. Bentham,Alessandra Briganti,Sonia Forconi,Paolo Francescone,Markus Haubold,Giuseppe Iazeolla,Cindy Jaenisch,Dmitry Kornakov,Lyudmila Kurochkina,Matteo Martini,Cynthia A. Parmenter,Alessandra Pieroni,Robert W. Robertson,Alexander Satarov,Christian-Andreas Schumann,Claudia Tittmann

Publisher: Gangemi Editore Spa

ISBN: 8849279736

Category: Social Science

Page: 130

View: 6252

EDITORIAL Culture and cultures: the world’s thousands of versions compared to global modernization PEDAGOGY Massive Open Online Courses (MOOCs): education to change society? SCIENCE Massive Open Online Courses (MOOCs): education to change society? How modern technologies solve laboratory’s dilemma in distance learning Instructional design of technical disciplines in the implementation of distance education in the Tula State University Simulation design of wireless communications for digital universities in developing countries TECHNOLOGY PBL Working Environment: an expert system to learn the Problem-Based Learning pedagogy The responsive teaching/learning revolution: the impact of requests for the portability of services and contents for distance education on instructional models and technologies. BUSINESS Blended and online learning in a career service

Fostering Learning in the Networked World

The Cyberlearning Opportunity and Challenge

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Author: Christine L. Borgman

Publisher: DIANE Publishing

ISBN: 1437925804

Category:

Page: 59

View: 1222

Provides a 21st Century Agenda for the Nat. Science Found. (NSF). Contents: (1) Intro.: Why Cyberlearning and Why Now?; (2) Background: How We Got Here and Why Now; (3) Strategies for Building a Cyberlearning Infrastructure; (4) Opportunities for Action; (5) Recommendations: NSF NSDL and ITEST Programs: Cyberlearning and the Evolving National STEM Digital Library (NSDL); Cyberlearning and the Evolving ITEST Program; (6) Summary Recommendations; Help Build a Vibrant Cyberlearning Field by Promoting Cross-Disciplinary Communities of Cyberlearning Researchers and Practitioner; Adopt Programs and Policies to Promote Open Educational Resources. Charts and tables. This is a print on demand report.

Web-Based Learning through Educational Informatics: Information Science Meets Educational Computing

Information Science Meets Educational Computing

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Author: Ford, Nigel

Publisher: IGI Global

ISBN: 9781599047430

Category: Education

Page: 406

View: 9422

Educational informatics represents the convergence of key aspects of information science, computing, and education while exploiting Web-based techniques and standards. This book provides a rigorous definition of and theoretical framework for educational informatics, while relating to the human aspects of educational information systems. Web-Based Learning Through Educational Informatics: Information Science Meets Educational Computing explores the role of information seeking and retrieval in the development of information systems to support personalized and autonomous learning by introducing key concepts from information science.

International Handbook of Virtual Learning Environments

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Author: Joel Weiss,Jason Nolan,Jeremy Hunsinger,Peter Trifonas

Publisher: Springer Science & Business Media

ISBN: 1402038038

Category: Education

Page: 1615

View: 5911

The International Handbook of Virtual Learning Environments was developed to explore Virtual Learning Environments (VLE’s), and their relationships with digital, in real life and virtual worlds. The book is divided into four sections: Foundations of Virtual Learning Environments; Schooling, Professional Learning and Knowledge Management; Out-of-School Learning Environments; and Challenges for Virtual Learning Environments. The coverage ranges across a broad spectrum of philosophical perspectives, historical, sociological, political and educational analyses, case studies from practical and research settings, as well as several provocative "classics" originally published in other settings.

Research and Advanced Technology for Digital Libraries

13th European Conference. ECDL 2009, Corfu, Greece, September 27 - October 2, 2009, Proceedings

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Author: José Luis Borbinha,Sarantos Kapidakis,Christos Papatheodorou,Giannis Tsakonas

Publisher: Springer Science & Business Media

ISBN: 3642043453

Category: Computers

Page: 497

View: 6355

Open Access

Key Strategic, Technical and Economic Aspects

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Author: Neil Jacobs

Publisher: Elsevier

ISBN: 1780632118

Category: Language Arts & Disciplines

Page: 264

View: 1298

This book brings together many of the worlds leading open access experts to provide an analysis of the key strategic, technical and economic aspects on the topic of open access. Open access to research papers is perhaps a defining debate for publishers, librarians, university managers and many researchers within the international academic community. Starting with a description of the current situation and its shortcomings, this book then defines the varieties of open access and addresses some of the many misunderstandings to which the term sometimes gives rise. There are chapters on the technologies involved, researchers, perspectives, and the business models of key players. These issues are then illustrated in a series of case studies from around the world, including the USA, UK, Netherlands, Australia and India. Open access is a far-reaching shift in scholarly communication, and the book concludes by going beyond todays debate and looking at the kind of research world that would be possible with open access to research outputs. Chapters by leading experts in the field, including Professor Jean-Claude Gu餯n, Clifford Lynch, Stevan Harnad, Peter Suber, Charles Bailey, Jr., Alma Swan, Fred Friend, John Shipp and Leo Waaijers Discussion of open access from a wide range of perspectives Country case studies, summarising open access in the USA, UK Netherlands, Australia and India

Handbook of Research on Literacy in Technology at the K-12 Level

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Author: Tan Wee Hin, Leo

Publisher: IGI Global

ISBN: 1591404967

Category: Computers

Page: 665

View: 5390

"This book focuses on issues in literacy and technology at the K-12 level in a holistic manner so that the needs of teachers and researchers can be addressed through the use of state-of-the-art perspectives"--Provided by publisher.

Comparative education

education systems & contemporary issues

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Author: Charl C. Wolhuter,Eleanor M. Lemmer,Nita Corene De Wet

Publisher: Van Schaik Publishers

ISBN: 9780627026751

Category: Education

Page: 267

View: 6377

Digital Design Business Practices

For Graphic Designers and Their Clients

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Author: Liane Sebastian

Publisher: Skyhorse Publishing Inc.

ISBN: 9781581150865

Category: Design

Page: 397

View: 6180

A guide to managing successful, moneymaking Web- and print-design projects,nd a reference to business practices in today's burgeoning digitalarketplace. Covering planning, ownership, responsibilities, development,ommunications and efficient techniques for beating deadlines, the bookeveals what it takes to succeed each step of the way in running a designusiness and managing projects. Previously published as "Electronic Designnd Publishing", this third edition has been updated and expanded to includeive new chapters about Web strategy, planning, design and construction. Theractical advice is illustrated with examples of what works and what doesn'tork in managing budgets, handling copyrights, dealing with decision-makers,nd negotiating disputes.

Education and Technology for a Better World

9th IFIP TC 3 World Conference on Computers in Education, WCCE 2009, Bento Gonçalves, Brazil, July 27-31, 2009, Proceedings

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Author: Arthur Tatnall,Anthony Jones

Publisher: Springer Science & Business Media

ISBN: 3642031145

Category: Education

Page: 466

View: 2454

Education and Technology for a Better World was the main theme for WCCE 2009. The conference highlights and explores different perspectives of this theme, covering all levels of formal education as well as informal learning and societal aspects of education. The conference was open to everyone involved in education and training. Additionally players from technological, societal, business and political fields outside education were invited to make relevant contributions within the theme: Education and Technology for a Better World. For several years the WCCE (World Conference on Computers in Education) has brought benefits to the fields of computer science and computers and education as well as to their communities. The contributions at WCCE include research projects and good practice presented in different formats from full papers to posters, demonstrations, panels, workshops and symposiums. The focus is not only on presentations of accepted contributions but also on discussions and input from all participants. The main goal of these conferences is to provide a forum for the discussion of ideas in all areas of computer science and human learning. They create a unique environment in which researchers and practitioners in the fields of computer science and human learning can interact, exchanging theories, experiments, techniques, applications and evaluations of initiatives supporting new developments that are potentially relevant for the development of these fields. They intend to serve as reference guidelines for the research community.

Reusing Open Resources

Learning in Open Networks for Work, Life and Education

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Author: Allison Littlejohn,Chris Pegler

Publisher: Routledge

ISBN: 1135040036

Category: Education

Page: 204

View: 9807

Every day, learners use and reuse open, digital resources for learning. Reusing Open Resources offers a vision of the potential of these open, online resources to support learning. The book follows on from Reusing Online Resources: A Sustainable Approach to E-learning. At that time focus was on the creation, release and reuse of digital learning resources modeled on educational materials. Since then the open release of resources and data has become mainstream, rather than specialist, changing societal expectations around resource reuse. Social and professional learning networks are now routine places for the exchange of online knowledge resources that are shared, manipulated and reused in new ways, opening opportunities for new models of business, research and learning. The goal of this book is to extend the debate of how open, online resources might support learning across diverse contexts. Twenty-four distinguished experts from nine countries distributed across Europe and North America contribute empirical evidence and ideas. Collectively they provide a vision of the potential of open, online resources to support learning across everyday contexts of education, work and life.

Human Computer Interaction

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Author: Panayiotis Zaphiris,Chee Siang Ang

Publisher: IGI Global Snippet

ISBN: 1605660531

Category: Computers

Page: 2765

View: 8054

Penetrates the human computer interaction (HCI) field with breadth and depth of comprehensive research.

Encyclopedia of children, adolescents, and the media

L-Z

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Author: Jeffrey Jensen Arnett

Publisher: N.A

ISBN: 9781412905305

Category: Internet and children

Page: 886

View: 7220

"From Internet censorship to sex and violence on television and in video games to debates over rock lyrics, the media and their effect on children and adolescents is one of the most widely debated issues in our society. These books present state-of-the-art research and ready-to-use facts on the media's interaction with children and adolescents. With more than 400 entries, the two volumes of this resource cover the traditional and electronic media and their controversial impact -- for good and ill -- on children and adolescents. Key features include: cross-disciplinary coverage from the fields of psychology, education, media studies and communication, sociology, and public policy; a cross-cultural perspective with contributing authors from around the globe and entries on the media in Europe and Asia; entries covering television, film, video games, the Internet and World Wide Web, magazines, music, etc.; complex and difficult topics such as violence, sex, rating systems and warning labels, attention deficit disorder, body image and eating disorders, popular music lyrics, advertising, digital music downloading, parental involvement, policymaking, child development, and much more."--From source other than the Library of Congress.