Kompetenzentwicklung Mit E Learning Tools M Glichkeiten Grenzen Und Bildungswissenschaftliche Perspektiven Von Serious Games In Der Beruflichen Bildung


Kompetenzentwicklung Mit E Learning Tools M Glichkeiten Grenzen Und Bildungswissenschaftliche Perspektiven Von Serious Games In Der Beruflichen Bildung
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Kompetenzentwicklung Mit E Learning Tools M Glichkeiten Grenzen Und Bildungswissenschaftliche Perspektiven Von Serious Games In Der Beruflichen Bildung


Kompetenzentwicklung Mit E Learning Tools M Glichkeiten Grenzen Und Bildungswissenschaftliche Perspektiven Von Serious Games In Der Beruflichen Bildung
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Author : Nora Ulbing
language : de
Publisher: GRIN Verlag
Release Date : 2014-11-12

Kompetenzentwicklung Mit E Learning Tools M Glichkeiten Grenzen Und Bildungswissenschaftliche Perspektiven Von Serious Games In Der Beruflichen Bildung written by Nora Ulbing and has been published by GRIN Verlag this book supported file pdf, txt, epub, kindle and other format this book has been release on 2014-11-12 with Computers categories.


Studienarbeit aus dem Jahr 2014 im Fachbereich Medien / Kommunikation - Multimedia, Internet, neue Technologien, Note: 1,2, FernUniversität Hagen, Veranstaltung: Berufliches Lernen als Anwendungsfeld digitaler Medien, Sprache: Deutsch, Abstract: Gemäß de Witt ist Lernen „ein komplexer Prozess, der den Erwerb von neuen Verhaltensweisen, Kenntnissen und Fertigkeiten“ erfordert, um nicht nur „alltägliche“, sondern auch „berufliche Situationen bewältigen zu können“. In der beruflichen Qualifizierung impliziert die digitale Medienaneignung Medienhandeln als selbstbestimmte Gestaltung mediatisierter Arbeits- und Lebenswelten und erfordert eine spezifizierte soziale, mediale und kommunikative Kompetenz (Bröckling & Glade, 2013, S. 45). Dabei verspricht jedoch nicht die neueste bzw. innovativste Medientechnik den größten Lernerfolg. Bröckling und Glade (2013) definieren, dass „die aus den Lebenswelten Auszubildender entnommene, gewohnte Medientechnik“ die besten Lernerfolge erzielen kann, da diese „näher an den vertrauten Handlungsmustern und Strukturen ist“. In Bezug hierauf hat sich die Relevanz des Mediums Computerspiel längst verändert, zumal es heute als eine signifikante Interaktionsform unserer Gesellschaft gilt (Wagner, 2009, S. 4). Sonach haben sich Computerspiele kontinuierlich in den Lebenswelten aller Altersschichten, männlichen als auch weiblichen Geschlechts manifestiert, sind also zu einem Bestandteil unseres gesellschaftlichen Lebens geworden. Otto (2011, S. 5) legt dar, dass im Besonderen Strategie- und Simulationsspiele ebenso wie Denkaufgaben oder kurze Unterhaltungs- und Browserspiele, nicht immer im Einzelspielermodus sondern oft im Mehrspielermodus, gespielt werden. Aufgrund des steigenden Bedarfs, um nicht zu sagen des heutigen Faibles für Computerspiele, wird die Wirtschaft kumulativ davon profitieren. Selbst in der beruflichen Aus- und Weiterbildung haben sich bereits Computerspiele – sogenannte Serious Games – etabliert. Diese dienen nicht vorwiegend Unterhaltungszwecken da ihnen hauptsächlich ein Informations- und Bildungsauftrag zugrunde liegt. Die Anzahl von Serious Games und Lernspielen nimmt durch gegebene Möglichkeiten der Digitalisierung seit einigen Jahren vermehrt zu (Korn, 2011, S.18). Ziel der Hausarbeit, mit dem Titel „Kompetenzentwicklung unter Mithilfe von E-Learning Tools – Möglichkeiten, Grenzen und bildungswissenschaftliche Perspektiven von Serious Games in der beruflichen Bildung“, ist herauszufinden worin die Herausforderungen und Potentiale von digitalen Spielen bzw. Serious Games liegen und zu zeigen ob Spiele im Kontext beruflicher Bildung sinnvoll genutzt werden können. Es soll darüberhinaus herausgearbeitet werden, inwiefern der Einsatz...



European Perspectives On Learning At Work


European Perspectives On Learning At Work
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Author : Martin Fischer
language : en
Publisher: Luxembourg : Office for Official Publications of the European Communities
Release Date : 2004

European Perspectives On Learning At Work written by Martin Fischer and has been published by Luxembourg : Office for Official Publications of the European Communities this book supported file pdf, txt, epub, kindle and other format this book has been release on 2004 with Business & Economics categories.


Recoge: 1. Introduction and overview - 2. Individual and organisational dimensions of work process knowledge - 3. Explicit and implicit learning at work - 4. Learning at work: obstacles and opportunities - 5. Analysis of work process knowledge for teaching and learning - 6. Design of curricula and work process knowledge - 7. Policy issues.



Serious Games


Serious Games
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Author : David R. Michael
language : en
Publisher: Course Technology
Release Date : 2006

Serious Games written by David R. Michael and has been published by Course Technology this book supported file pdf, txt, epub, kindle and other format this book has been release on 2006 with Computers categories.


Learn how to take the skills and knowledge you use to make games for entertainment to make serious games: games for education, training, healing, and more. "Serious Games: Games That Educate, Train, and Inform" teaches game developers how to tap into the rapidly expanding market of serious games. Explore the numerous possibilities that serious games represent such as the ability to teach military training in a non-lethal environment and the ability to convey a particular political viewpoint through a game's storyline. You'll get a detailed overview of all of the major markets for serious games, including the military, educators, government agencies, corporations, hospitals, non-profit organizations, religious groups, and activist groups. Discover the goals of each market, the types of games on which they focus, and market-specific issues you need to consider. Case studies of how professionals in these various markets utilize games provide ideas and inspiration as well as credibility for serious games. "Serious Games" shows you how to apply your game development skills to a new and growing area and also teaches you techniques to make even entertainment-based games richer and more meaningful.



Digital Forensics Tools And Techniques


Digital Forensics Tools And Techniques
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Author : Alfredo Lopez
language : en
Publisher: GRIN Verlag
Release Date : 2019-06-03

Digital Forensics Tools And Techniques written by Alfredo Lopez and has been published by GRIN Verlag this book supported file pdf, txt, epub, kindle and other format this book has been release on 2019-06-03 with Computers categories.


Essay from the year 2015 in the subject Computer Science - Miscellaneous, UNITEC New Zealand, language: English, abstract: Nowadays the use of computers is increasing more and more. This has allowed the development of the internet. In turn, the Internet has brought many benefits, but the internet has also contributed to the rise of cyber-crime. So, with the rise of cybercrime, it has become critical to increase and develop computer systems security. Each time, the techniques used by cybercriminals are more sophisticated, making it more difficult to protect corporate networks. Because of this, the computer security of these companies has been violated, and it is here at this point when digital analysis forensic is needed to discover cybercriminals. So, with the rise of cybercrime, digital forensics is increasingly gaining importance in the area of information technology. For this reason, when a crime is done, the crime information is stored digitally. Therefore, it must use appropriate mechanisms for the collection, preservation, protection, analysis and presentation of digital evidence stored in electronic devices. It is here that the need arises for digital forensics. In this report, I am going to explain what digital forensics is. Also, I will describe some forensic software and hardware and the importance of suitable forensic labs. So, let’s start.



Serious Games


Serious Games
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Author : Ute Ritterfeld
language : en
Publisher: Routledge
Release Date : 2009-09-10

Serious Games written by Ute Ritterfeld and has been published by Routledge this book supported file pdf, txt, epub, kindle and other format this book has been release on 2009-09-10 with Education categories.


Serious Games provides a thorough exploration of the claim that playing games can provide learning that is deep, sustained and transferable to the real world. "Serious games" is defined herein as any form of interactive computer-based game software for one or multiple players to be used on any platform and that has been developed to provide more than entertainment to players. With this volume, the editors address the gap in exisiting scholarship on gaming, providing an academic overview on the mechanisms and effects of serious games. Contributors investigate the psychological mechanisms that take place not only during gaming, but also in game selection, persistent play, and gaming impact. The work in this collection focuses on the desirable outcomes of digital game play. The editors distinguish between three possible effects -- learning, development, and change -- covering a broad range of serious games’ potential impact. Contributions from internationally recognized scholars focus on five objectives: Define the area of serious games Elaborate on the underlying theories that explain suggested psychological mechanisms elicited through serious game play, addressing cognitive, affective and social processes Summarize the empirical evidence on the effectiveness of serious games, Introduce innovative research methods as a response to methodological challenges imposed through interactive media Discuss the possibilities and limitations of selected applications for educational purposes. Anchored primarily in social science research, the reader will be introduced to approaches that focus on the gaming process and the users’ experiences. Additional perspectives will be provided in the concluding chapters, written from non-social science approaches by experts in academic game design and representatives of the gaming industry. The editors acknowledge the necessity for a broader interdisciplinary study of the phenomena and work to overcome the methodological divide in games research to look ahead to a more integrated and interdisciplinary study of digital games. This timely and singular volume will appeal to scholars, researchers, and graduate students working in media entertainment and game studies in the areas of education, media, communication, and psychology.



Mobile Learning


Mobile Learning
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Author : Norbert Pachler
language : en
Publisher: Springer Science & Business Media
Release Date : 2009-12-15

Mobile Learning written by Norbert Pachler and has been published by Springer Science & Business Media this book supported file pdf, txt, epub, kindle and other format this book has been release on 2009-12-15 with Education categories.


As with television and computers before it, today’s mobile technology challenges educators to respond and ensure their work is relevant to students. What’s changed is that this portable, cross-contextual way of engaging with the world is driving a more proactive approach to learning on the part of young people. The first full-length authored treatment of the relationship between the centrality of technological development in daily life and its potential as a means of education, Mobile Learning charts the rapid emergence of new forms of mass communication and their potential for gathering, shaping, and analyzing information, studying their transformative capability and learning potential in the contexts of school and socio-cultural change. The focus is on mobile/cell phones, PDAs, and to a lesser extent gaming devices and music players, not as "the next new thing" but meaningfully integrated into education, without objectifying the devices or technology itself. And the book fully grounds readers by offering theoretical and conceptual models, an analytical framework for understanding the issues, recommendations for specialized resources, and practical examples of mobile learning in formal as well as informal educational settings, particularly with at-risk students. Among the topics covered: • Core issues in mobile learning • Mobile devices as educational resources • Socioeconomic approaches to mobile learning • Creating situations that promote mobile learning • Ubiquitous mobility and its implications for pedagogy • Bridging the digital divide at the policy level Mobile Learning is a groundbreaking volume, sure to stimulate both discussion and innovation among educational professionals interested in technology in the context of teaching and learning.



Web 2 0 Semantic Web


Web 2 0 Semantic Web
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Author : Vladan Deved#ic
language : en
Publisher: Springer
Release Date : 2009-11-23

Web 2 0 Semantic Web written by Vladan Deved#ic and has been published by Springer this book supported file pdf, txt, epub, kindle and other format this book has been release on 2009-11-23 with Computers categories.


According to the W3C Semantic Web Activity [1]: The Semantic Web provides a common framework that allows data to be shared and reused across appli- tion, enterprise, and community boundaries. This statement clearly explains that the Semantic Web is about data sharing. Currently, the Web uses hyperlinks to connect Web pages. The Semantic Web goes beyond that and focuses on data and envisions the creation of the web of data. On the Semantic Web, anyone can say anything about any resource on the Web. This is fully based on the concept of semantic - notations, where each resource on the Web can have an assigned meaning. This is done through the use of ontologies as a formal and explicit representation of domain concepts and their relationships [2]. Ontologies are formally based on description logics. This enables agents and applications to reason over the data when searching the Web, which has not previously been possible. Web 2. 0 has gradually evolved from letting the Web users play a more active role. Unlike the initial version of the Web, where the users mainly “consumed” content, users are now offered easy-to-use services for content production and publication. Mashups, blogs, wikis, feeds, interface remixes, and social networking/tagging s- tems are examples of these well-known services. The success and wide adoption of Web 2. 0 was in its reliance on social interactions as an inevitable characteristic of the use and life of the Web. In particular, Web 2.



Teaching English As A Foreign Language


Teaching English As A Foreign Language
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Author : Carola Surkamp
language : de
Publisher: Springer
Release Date : 2018-03-24

Teaching English As A Foreign Language written by Carola Surkamp and has been published by Springer this book supported file pdf, txt, epub, kindle and other format this book has been release on 2018-03-24 with Language Arts & Disciplines categories.


Diese Einführung in englischer Sprache präsentiert in 14 Kapiteln die grundlegenden Themen und Gegenstandsbereiche der Englischdidaktik. Gleichermaßen praxisnah wie theoretisch fundiert, behandelt der Band zentrale Prinzipien und Kompetenzbereiche eines modernen Fremdsprachenunterrichts. Ausgehend von den zentralen Akteur/innen (Lehrende und Lernende) und mit Blick auf die Teilbereiche der Sprach-, Literatur- und Kulturdidaktik werden zudem Vorschläge für den Einsatz unterschiedlicher Materialien und Medien diskutiert. Weitere Kapitel widmen sich den institutionellen Organisationsstrukturen und dem Bereich Assessment/Diagnose. Der Band erscheint in zweifarbiger Gestaltung, mit Definitionen und Beispielen sowie mit zahlreichen Abbildungen. This comprehensive introduction presents the fundamental topics and issues of TEFL (Teaching English as a Foreign Language) in 14 chapters. Integrating both profound theoretical and creative practical considerations, the central principles and competence domains of modern foreign language teaching are discussed. Starting with the main classroom agents (teachers and learners), the chapters outline a variety of content areas (language, literature, cultural issues) and thoroughly review materials, media and methods. Additional chapters are concerned with the historical development of English language teaching, its current institutional organisation as well as assessment and evaluation.



The Hybridization Of Vocational Training And Higher Education In Austria Germany And Switzerland


The Hybridization Of Vocational Training And Higher Education In Austria Germany And Switzerland
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Author : Lukas Graf
language : en
Publisher: Verlag Barbara Budrich
Release Date : 2013-10-23

The Hybridization Of Vocational Training And Higher Education In Austria Germany And Switzerland written by Lukas Graf and has been published by Verlag Barbara Budrich this book supported file pdf, txt, epub, kindle and other format this book has been release on 2013-10-23 with Education categories.


Austria, Germany, and Switzerland are increasingly relying on hybridization at the nexus of vocational training and higher education to increase permeability and reform their highly praised systems of collective skill formation. This historical and organizational institutionalist study compares these countries to trace the evolution of their skill regimes from the 1960s to today‘s era of Europeanization, focusing especially on the impact of the Bologna and Copenhagen processes.



Inquiry Based Learning Undergraduate Research


Inquiry Based Learning Undergraduate Research
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Author : Harald A. Mieg
language : en
Publisher: Springer
Release Date : 2019-04-12

Inquiry Based Learning Undergraduate Research written by Harald A. Mieg and has been published by Springer this book supported file pdf, txt, epub, kindle and other format this book has been release on 2019-04-12 with Education categories.


This open access book provides a systematic overview of experiences with Inquiry-Based Learning (IBL) and undergraduate research (UR) in German universities, covering both research universities (Universitäten) and universities of applied sciences (Fachhochschulen). Divided into three parts, the book starts with the principles and common practices of IBL/UR at all universities. Part Two discusses the implementation of IBL/UR for twenty-one individual disciplines, ranging from architecture to theology. Part Three discusses the potential of IBL/UR in relation to several topics including diversity, digitalisation, different forms of universities, and the national job market. The book summarises the project of the German network of UR, comprising approximately 50 universities, and results of a national initiative called Qualitätspakt Lehre which is intended to improve teaching at German universities. Today IBL and UR are essential parts of high-impact education strategies for universities around the world. In his university reform plans of the early 19th century, Wilhelm von Humboldt introduced Inquiry-Based Teaching and Learning as the core principle of the modern research university in Germany, as well as worldwide. IBL was re-discovered in the German university reform initiatives of the 1960s. Since then, IBL has been applied in teachers' education in German universities. The book presents IBL/UR experience as complementary to what is usually presented in English-speaking academia. In Germany, IBL/UR is applied broadly throughout the social sciences and planning, but not in the core sciences, whereas in the US undergraduate research is common in the sciences but less so in the social sciences. Moreover, in Germany, IBL/UR is often linked to applied and community-oriented research — something that is just emerging in the US.