Educational Philosophy · Emerging Trends · Mobile · Science · STEM

Physics Toolbox Sensor Suite

Title: Physics Toolbox Sensor Suite Pro v1.8.9.2 build 60

Physics Toolbox Sensor Suite Pro v1.4 [Paid]
Requirements: Android 4.2+

Useful for STEM education, academia, and industry, this app uses device sensor inputs to collect, record, and export data in comma separated value (csv) format through a shareable .csv file. Data can be plotted against elapsed time on a graph or displayed digitally. Users can export the data for further analysis in a spreadsheet or plotting tool. This app also generates tones, colors, and a stroboscope.


This app includes all capabilities of Physics Toolbox Sensor Suite plus the following additional features:

· Audio Analysis (Oscillocope functions, Spectrum Analyzer)
· Calibration
· Data Alert
· File loading after recording
· Moving Average data filter

A menu allows the user to sense or generate the following (dependent upon the user’s mobile device capabilities):

SENSORS:
· G-Force Meter – ratio of Fn/Fg (x, y, z and/or total); automatic calibration to (0, 0, 1); moving average
· Linear Accelerometer – acceleration (x, y, and/or z); automatic calibration to (0, 0, 0); moving average
· Gyroscope – radial velocity (x, y, and/or z); automatic calibration to (0, 0, 0); moving average
· Barometer – atmospheric pressure; manual calibration by selecting offset values ; moving average
· Roller Coaster – G-Force Meter, Linear Accelerometer, Gyroscope, and Barometer
· Hygrometer – relative humidity
· Thermometer – temperature
· Proximeter – periodic motion and timer (timer and pendulum modes)
· Ruler – distance between two points
· Magnetometer – magnetic field intensity (x, y, z and/or total); automatic calibration to (0, 0, 0) ; manual entry for alert setting; moving average
· Compass – magnetic field direction and bubble level
· GPS – latitude, longitude, altitude, speed, direction, number of satellites
· Inclinometer – azimuth, roll, pitch
· Light Meter – light intensity manual calibration by selecting offset values ; moving average
· Sound Meter – sound intensity; manual calibration by selecting offset values ; moving average
· Tone Detector – frequency and musical tone
· Oscilloscope (Audio) – wave shape and relative amplitude; multi-shot function ; pause function ; time-base selection
· Spectrum Analyzer (Audio) – Fast Fourier Transform with histogram and maximum frequency; pause function

MULTI RECORD:
· Multi Record

GENERATORS:
· Tone Generator – sound frequency producer
· Color Generator – R/G/B/Y/C/M, white, and custom color screen
· Stroboscope (beta) – camera flash

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Blended · Mobile · Smart Education · Springer · Teaching

e-Learning, e-Education, and Online Training 2018

Title: e-Learning, e-Education, and Online Training 2018

e-Learning, e-Education, and Online Training
English | 2018 | 387 Pages | ISBN : 3319937189

This book constitutes the proceedings of the 4rd International Conference on e-Learning, e-Education, and Online Training, eLEOT 2018, held in Shanghai, China, in April 2018. The 49 revised full papers presented were carefully reviewed and selected from 120 submissions. They focus on most recent and innovative trends in this broad area, ranging from distance education to collaborative learning, from interactive learning environments to the modelling of STEM (Science, Technology, Mathematics, Engineering) curricula.

Books · Hardware · Mobile

Learning on the Go

Title: Learning on the Go: How to Personalize Education with the iPad

Learning on the Go: How to Personalize Education with the iPad (CAST Skinny Books)
Author: Luis Perez
English | 1 July 2018 | ISBN: 1930583249 | 96 Pages

SUPERANNO The iPad is a powerful educational device—versatile, mobile, flexible, and accessible to all learners, including those with disabilities. A huge number of up-to-date applications exponentially lift its value as a teaching and learning tool. In Learning on the Go: How to Personalize Education with the iPad, Luis Pérez provides savvy tips and strategies to turn the iPad’s transformative potential into effective classroom practice. Original.

Emerging Trends · Mobile · Serious Games · Smart Education · Teaching

New Trends in E-service and Smart Computing

Title: New Trends in E-service and Smart Computing

Author: Tokuro Matsuo
English | 2018 | 116 Pages | ISBN : 3319706349

New Trends in E-service and Smart Computing

This book examines theoretical and practical aspects of emerging technologies in e-service and artificial intelligence from an academic and professional viewpoint. To do so, it focuses on three major areas: the development of novel user support systems; development of smart mobility; and emerging technologies in Artificial Intelligence (AI).

With regard to the development of novel user support systems, Chapter 1 introduces alternative ingredients recommendation using data on co-occurrence relation and ingredients categories to support cooking, while Chapter 2 introduces a study on location information inference using data acquired by low-energy Bluetooth devices. Turning to the development of smart mobility, Chapter 3 highlights a sustainable information infrastructure project for smart mobility systems. In addition, Chapter 4 presents a lifecycle-oriented development process to improve requirements and design in terms of uncertainties to provide sustainable information architectures for smart mobility.

In the book’s third and last part – emerging technologies in AI – Chapter 5 presents a summarization task for sports events on Twitter, focusing on an abstract approach based on sub-events during the sports event. Chapter 6 discusses the generation of headlines using a recurrent neural network based on a machine translation approach. Lastly, Chapter 7 explores customer behavior analysis using enthusiasm analysis, an approach that estimates customers’ activation levels.

The book gathers a selection of the highest-quality papers presented at the 4th International Congress on Advanced Applied Informatics, held on July 12–16, 2015 in Okayama, Japan. Given the breadth of its coverage, it offers a valuable resource for practitioners, researchers and students alike.

Emerging Trends · Gamification · ICT · Mobile · Serious Games · Smart Education · Teaching

E-Learning and Games

Title: E-Learning and Games: 11th International Conference

Authors: Feng Tian, Christos Gatzidis, Abdennour El Rhalibi, Wen Tang, Fred Charles
Edutainment 2017, Bournemouth, UK
English | 2017 | ISBN: 3319658484 | 308 Pages

E-Learning and Games: 11th International Conference, Edutainment 2017
This book constitutes the refereed proceedings of the 11th International Conference on E-Learning and Games, Edutainment 2017, held in Bournemouth, United Kingdom, in June 2017. The 19 full and 17 short papers presented were carefully reviewed and selected from 47 submissions. They are organized in the following topical sections: Virtual reality and augmented reality in edutainment; gamification for serious game and training; graphics, imaging and applications; E-learning and game.

Serious Games Analytics: Methodologies for Performance Measurement, Assessment, and ImprovementTitle: Serious Games Analytics: Methodologies for Performance Measurement, Assessment, and Improvement

Editors: Christian Sebastian Loh, Yanyan Sheng, Dirk Ifenthaler

2015 | pages: 497 | ISBN: 3319058339

 

This volume brings together research on how gameplay data in serious games may be turned into valuable analytics or actionable intelligence for performance measurement, assessment, and improvement. Chapter authors use empirical research methodologies, including existing, experimental, and emerging conceptual frameworks, from various fields, such as: computer science software engineering educational data mining statistics information visualization. Serious games is an emerging field where the games are created using sound learning theories and instructional design principles to maximize learning and training success. But how would stakeholders know what play-learners have done in the game environment, and if the actions performance brings about learning? Could they be playing the game for fun, really learning with evidence of performance improvement, or simply gaming the system, i.e., finding loopholes to fake that they are making progress? This volume endeavors to answer these questions.

Books · Emerging Trends · Gamification · Mobile · Play

Families at Play

 Title: Families at Play: Connecting and Learning through Video Games

Author: Sinem Siyahhan,‎ Elisabeth Gee
English | January 26th, 2018 | ASIN: B079JG9JWB, ISBN: 0262037467 | 216 pages

Families at Play: Connecting and Learning through Video Games

This is part of the The John D. and Catherine T. MacArthur Foundation Series on Digital Media and Learning
Video games have a bad reputation in the mainstream media. They are blamed for encouraging social isolation, promoting violence, and creating tensions between parents and children. In this book, Sinem Siyahhan and Elisabeth Gee offer another view. They show that video games can be a tool for connection, not isolation, creating opportunities for families to communicate and learn together.
Books · Emerging Trends · Mobile · Springer · Teaching

Interactive Mobile Communication Technologies and Learning

Title: Interactive Mobile Communication Technologies and Learning

English | 2018 | 984 Pages | ISBN : 3319751743

Interactive Mobile Communication Technologies and Learning

Interactive mobile technologies have now become the core of many—if not all—fields of society. Not only do the younger generation of students expect a mobile working and learning environment, but also the new ideas, technologies and solutions introduced on a nearly daily basis also boost this trend.
Discussing and assessing key trends in the mobile field were the primary aims of the 11th International Conference on Interactive Mobile Communication, Technologies and Learning (IMCL2017), which was held in Thessaloniki from 30 November to 01 December 2017.

Since being founded in 2006, the conference has been devoted to new approaches in interactive mobile technologies, with a focus on learning. The IMCL conferences have in the meanwhile become a central forum of the exchange of new research results and relevant trends, as well as best practices.
This book contains papers in the fields of:
Future Trends and Emerging Mobile Technologies
Design and Development of Mobile Learning Apps and Content
Mobile Games—Gamification and Mobile Learning
Adaptive Mobile Environments
Augmented Reality and Immersive Applications
Tangible, Embedded and Embodied Interaction
Interactive Collaborative and Blended Learning
Digital Technology in Sports
Mobile Health Care and Training
Multimedia Learning in Music Education
5G Network Infrastructure
Case Studies
Real-World Experiences

The content will appeal to a broad readership, including policymakers, academics, educators, researchers in pedagogy and learning theory, school teachers, the learning industry, further education lecturers, etc.

Books · Emerging Trends · Gamification · Mobile · Teaching

Screen Schooled

Title: Screen Schooled

Authors: Joe Clement and Matt Miles

English | 2018 | ISBN: 1613739516 | 272 pages

Screen Schooled: Two Veteran Teachers Expose How Technology Overuse Is Making Our Kids Dumber
Over the past decade, educational instruction has become increasingly digitized as districts rush to dole out laptops and iPads to every student. Yet the most important question, “Is this what is best for students?” is glossed over.

Veteran teachers Joe Clement and Matt Miles have seen firsthand how damaging technology overuse and misuse has been to our kids. On a mission to educate and empower parents, they show how screen saturation at home and school has created a wide range of cognitive and social deficits in our young people. They lift the veil on what’s really going on in schools: teachers who are often powerless to curb cell phone distractions; zoned-out kids who act helpless and are unfocused, unprepared, and unsocial; administrators who are influenced by questionable science sponsored by corporate technology purveyors. They provide action steps parents can take to demand change and make a compelling case for simpler, smarter, more effective forms of teaching and learning.

Books · General · ICT · Mobile · Routledge · Storytelling

Digital Technologies and Generational Identity

Title: Digital Technologies and Generational Identity

Editor: Sakari Taipale (Editor),‎ Terhi-Anna Wilska (Editor),‎ Chris Gilleard (Editor)
Digital Technologies and Generational Identity
Routledge | English | 2018 | ISBN-10: 1138225975 | 224 pages


The short lifetime of digital technologies means that generational identities are difficult to establish around any particular technologies let alone around more far-reaching socio-technological ‘revolutions’. Examining the consumption and use of digital technologies throughout the stages of human development, this book provides a valuable overview of ICT usage and generational differences. It focuses on the fields of home, family and consumption as key arenas where these processes are being enacted, sometimes strengthening old distinctions, sometimes creating new ones, always embodying an inherent restlessness that affects all aspects and all stages of life.

Combining a collection of international perspectives from a range of fields, including social gerontology, social policy, sociology, anthropology and gender studies, weaves empirical evidence with theoretical insights on the role of digital technologies across the life course. It takes a unique post-Mannheimian standpoint, arguing that each life stage can be defined by attitudes towards, and experiences of, digital technologies as these act as markers of generational differences and identity.

It will be of particular value to academics of social policy and sociology with interests in the life course and human development as well as those studying media and communication, youth and childhood studies, and gerontology.

Emerging Trends · Mobile · Online · Smart Education · Teaching

Web-Based Learning

Title: Web-Based Learning

Author: Gail V Davidson-Shivers

English | 2017 (2018 Edition) | 397 Pages | ISBN : 3319678396

Web-Based Learning: Design, Implementation and Evaluation, Second Edition
This second edition is a practical, easy-to-read resource on web-based learning. The book ably and clearly equips readers with strategies for designing effective online courses, creating communities of web-based learners, and implementing and evaluating based on an instructional design framework. Case example, case studies, and discussion questions extend readers skills, inspire discussion, and encourage readers to explore the trends and issues related to online instructional design and delivery.