Transactions On Edutainment X


Transactions On Edutainment X
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Transactions On Edutainment X


Transactions On Edutainment X
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Author : Zhigeng Pan
language : en
Publisher: Springer
Release Date : 2013-04-04

Transactions On Edutainment X written by Zhigeng Pan and has been published by Springer this book supported file pdf, txt, epub, kindle and other format this book has been release on 2013-04-04 with Education categories.


This journal subline serves as a forum for stimulating and disseminating innovative research ideas, theories, emerging technologies, empirical investigations, state-of-the-art methods, and tools in all different genres of edutainment, such as game-based learning and serious games, interactive storytelling, virtual learning environments, VR-based education, and related fields. It covers aspects from educational and game theories, human-computer interaction, computer graphics, artificial intelligence, and systems design. This special issue consists of two parts: the first one features original research papers on interactive digital storytelling in the applied context of edutainment; the second part contains a selection of revised and expanded best papers from the 4th eLearning Baltics (eLBa 2011) conference. The papers on digital storytelling have been split into sections on theory, technology, and case studies; the eLBA 2011 conference papers deal with technology and applications, case studies and mobile applications, and game-based learning and social media.



Transactions On Edutainment Xi


Transactions On Edutainment Xi
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Author : Zhigeng Pan
language : en
Publisher: Springer
Release Date : 2015-09-11

Transactions On Edutainment Xi written by Zhigeng Pan and has been published by Springer this book supported file pdf, txt, epub, kindle and other format this book has been release on 2015-09-11 with Education categories.


This journal subline serves as a forum for stimulating and disseminating innovative research ideas, theories, emerging technologies, empirical investigations, state-of-the-art methods, and tools in all different genres of edutainment, such as game-based learning and serious games, interactive storytelling, virtual learning environments, VR-based education, and related fields. It covers aspects from educational and game theories, human-computer interaction, computer graphics, artificial intelligence, and systems design. The 24 papers presented in this 11th issue were organized in four parts dealing with: object reconstruction and management; graphics; VR/AR; and applications.



Transactions On Edutainment Vii


Transactions On Edutainment Vii
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Author : Zhigeng Pan
language : en
Publisher: Springer
Release Date : 2013-11-19

Transactions On Edutainment Vii written by Zhigeng Pan and has been published by Springer this book supported file pdf, txt, epub, kindle and other format this book has been release on 2013-11-19 with Computers categories.


This journal subline serves as a forum for stimulating and disseminating innovative research ideas, theories, emerging technologies, empirical investigations, state-of-the-art methods, and tools in all different genres of edutainment, such as game-based learning and serious games, interactive storytelling, virtual learning environments, VR-based education, and related fields. It covers aspects from educational and game theories, human-computer interaction, computer graphics, artificial intelligence, and systems design. The 27 papers of this volume deal with virtual humans; graphics rendering and 3D animation; games and 2D animation; and digital media and its applications.



Computer Intelligent Computing And Education Technology


Computer Intelligent Computing And Education Technology
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Author : Hsiang-Chuan Liu
language : en
Publisher: CRC Press
Release Date : 2014-03-26

Computer Intelligent Computing And Education Technology written by Hsiang-Chuan Liu and has been published by CRC Press this book supported file pdf, txt, epub, kindle and other format this book has been release on 2014-03-26 with Computers categories.


This proceedings set contains selected Computer, Information and Education Technology related papers from the 2014 International Conference on Computer, Intelligent Computing and Education Technology (CICET 2014), held March 27-28, 2014 in Hong Kong. The proceedings aims to provide a platform for researchers, engineers and academics as well as industry professionals from all over the world to present their research results and development activities in Computer Science, Information Technology and Education Technology.



The Cambridge Handbook Of Computing Education Research


The Cambridge Handbook Of Computing Education Research
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Author : Sally A. Fincher
language : en
Publisher:
Release Date : 2019-02-13

The Cambridge Handbook Of Computing Education Research written by Sally A. Fincher and has been published by this book supported file pdf, txt, epub, kindle and other format this book has been release on 2019-02-13 with Computers categories.


This is an authoritative introduction to Computing Education research written by over 50 leading researchers from academia and the industry.



Research Anthology On Computational Thinking Programming And Robotics In The Classroom


Research Anthology On Computational Thinking Programming And Robotics In The Classroom
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Author : Management Association, Information Resources
language : en
Publisher: IGI Global
Release Date : 2021-07-16

Research Anthology On Computational Thinking Programming And Robotics In The Classroom written by Management Association, Information Resources and has been published by IGI Global this book supported file pdf, txt, epub, kindle and other format this book has been release on 2021-07-16 with Education categories.


The education system is constantly growing and developing as more ways to teach and learn are implemented into the classroom. Recently, there has been a growing interest in teaching computational thinking with schools all over the world introducing it to the curriculum due to its ability to allow students to become proficient at problem solving using logic, an essential life skill. In order to provide the best education possible, it is imperative that computational thinking strategies, along with programming skills and the use of robotics in the classroom, be implemented in order for students to achieve maximum thought processing skills and computer competencies. The Research Anthology on Computational Thinking, Programming, and Robotics in the Classroom is an all-encompassing reference book that discusses how computational thinking, programming, and robotics can be used in education as well as the benefits and difficulties of implementing these elements into the classroom. The book includes strategies for preparing educators to teach computational thinking in the classroom as well as design techniques for incorporating these practices into various levels of school curriculum and within a variety of subjects. Covering topics ranging from decomposition to robot learning, this book is ideal for educators, computer scientists, administrators, academicians, students, and anyone interested in learning more about how computational thinking, programming, and robotics can change the current education system.



Technologies For E Learning And Digital Entertainment


Technologies For E Learning And Digital Entertainment
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Author : Zhigeng Pan
language : en
Publisher: Springer
Release Date : 2006-03-22

Technologies For E Learning And Digital Entertainment written by Zhigeng Pan and has been published by Springer this book supported file pdf, txt, epub, kindle and other format this book has been release on 2006-03-22 with Computers categories.


This book constitutes the refereed proceedings of the First International Conference on E-learning and Games, Edutainment 2006, held in Hangzhou, China in April 2006. The 121 revised full papers and 52 short papers presented together with the abstracts of 3 invited papers and those of the keynote speeches cover a wide range of topics, including e-learning platforms and tools, learning resource management, practice and experience sharing, e-learning standards, and more.



Ire Transactions On Education


Ire Transactions On Education
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Author :
language : en
Publisher:
Release Date : 1961

Ire Transactions On Education written by and has been published by this book supported file pdf, txt, epub, kindle and other format this book has been release on 1961 with Electrical engineering categories.




Making Games For Impact


Making Games For Impact
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Author : Kurt Squire
language : en
Publisher: MIT Press
Release Date : 2021-10-26

Making Games For Impact written by Kurt Squire and has been published by MIT Press this book supported file pdf, txt, epub, kindle and other format this book has been release on 2021-10-26 with Education categories.


Designing games for learning: case studies show how to incorporate impact goals, build a team, and work with experts to create an effective game. Digital games for learning are now commonplace, used in settings that range from K–12 education to advanced medical training. In this book, Kurt Squire examines the ways that games make an impact on learning, investigating how designers and developers incorporate authentic social impact goals, build a team, and work with experts in order to make games that are effective and marketable. Because there is no one design process for making games for impact—specific processes arise in response to local needs and conditions—Squire presents a series of case studies that range from a small, playable game created by a few programmers and an artist to a multimillion-dollar project with funders, outside experts, and external constraints. These cases, drawn from the Games + Learning + Society Center at the University of Wisconsin–Madison, show designers tackling such key issues as choosing platforms, using data analytics to guide development, and designing for new markets. Although not a how-to guide, the book offers developers, researchers, and students real-world lessons in greenlighting a project, scaling up design teams, game-based assessment, and more. The final chapter examines the commercial development of an impact game in detail, describing the creation of an astronomy game, At Play in the Cosmos, that ships with an introductory college textbook.



Cyber Physical Systems And Control


Cyber Physical Systems And Control
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Author : Dmitry G. Arseniev
language : en
Publisher: Springer Nature
Release Date : 2019-11-29

Cyber Physical Systems And Control written by Dmitry G. Arseniev and has been published by Springer Nature this book supported file pdf, txt, epub, kindle and other format this book has been release on 2019-11-29 with Science categories.


This book presents the proceedings of the International Conference on Cyber-Physical Systems and Control (CPS&C'2019), held in Peter the Great St. Petersburg Polytechnic University, which is celebrating its 120th anniversary in 2019. The CPS&C'2019 was dedicated to the 35th anniversary of the partnership between Peter the Great St. Petersburg Polytechnic University and Leibniz University of Hannover. Cyber-physical systems (CPSs) are a new generation of control systems and techniques that help promote prospective interdisciplinary research. A wide range of theories and methodologies are currently being investigated and developed in this area to tackle various complex and challenging problems. Accordingly, CPSs represent a scientific and engineering discipline that is set to make an impact on future systems of industrial and social scale that are characterized by the deep integration of real-time processing, sensing, and actuation into logical and physical heterogeneous domains. The CPS&C'2019 brought together researchers and practitioners from all over the world and to discuss cross-cutting fundamental scientific and engineering principles that underline the integration of cyber and physical elements across all application fields. The participants represented research institutions and universities from Austria, Belgium, Bulgaria, China, Finland, Germany, the Netherlands, Russia, Syria, Ukraine, the USA, and Vietnam. These proceedings include 75 papers arranged into five sections, namely keynote papers, fundamentals, applications, technologies, and education and social aspects.