Blended · Emerging Trends · ICT · Mobile · Smart Education · Teaching

Learning Microsoft Teams for Education

Title: Lynda – Learning Microsoft Teams for Education

Lynda - Learning Microsoft Teams for Education
Size: 152 MB | Duration: 0h 57m
Genre: eLearning | Level: Beginner | Language: English

Microsoft Teams provides a digital platform that can be used to streamline and centralize classroom resources and operations. This course helps you learn how to create a class, add class members, manage assignments, and engage in meaningful conversations with students. Join Oliver Schinkten as helps you get started using Microsoft Teams for your classroom. He shows how to organize your class and classwork using channels and tabs, and then demonstrates how to add and manage learning activities. He covers working with students, the grading process, and communicating using meetings and chat sessions. He also explains how to integrate with OneNote Notebooks to create lessons plans that can be quickly disseminated to students.

Topics include:
* Accessing Microsoft Teams
* Creating a class
* Customizing class settings
* Adding students to a class
* Adding tabs and channels
* Adding resources using connectors
* Chatting with students
* Managing student communication
* Starting a meeting
* Getting alerts about activities
* Sharing files and resources
* Distributing and grading assignments

Books · Emerging Trends · ICT · Mobile · Online · Smart Education · Teaching

Smart Universities

Title: Smart Universities

Author: Vladimir Uskov

English | 2017 | ISBN: 3319594532 | 435 Pages

Smart Universities : Concepts, Systems, and Technologies

This book presents peer-reviewed contributions on smart universities by various international research, design and development teams. Smart university is an emerging and rapidly evolving area that creatively integrates innovative concepts; smart software and hardware systems; smart classrooms with state-of-the-art technologies and technical platforms; smart pedagogy based on modern teaching and learning strategies; smart learning and academic analytics; as well as various branches of computer science and computer engineering.

The contributions are grouped into several parts:

  • Part 1—Smart Universities: Literature Review and Creative Analysis
  • Part 2—Smart Universities: Concepts, Systems and Technologies
  • Part 3—Smart Education: Approaches and Best Practices
  • Part 4—Smart Universities: Smart Long Life Learning.

The book is a valuable source of research data and findings, design and development outcomes, and best practices for faculty, scholars, Ph.D students, administrators, practitioners and anyone interested in the rapidly growing areas of smart university and smart education.

Educational Philosophy · Gamification · Smart Education · Teaching

Serious Games and Edutainment Applications

Entertainment Computing and Serious GamesTitle: Entertainment Computing and Serious Games
Authors: Ralf Dörner, Stefan Göbel, Michael Kickmeier-Rust, Maic Masuch, Katharina Zweig
English | 2016 | 549 Pages | ISBN : 3319461516

The aim of this book is to collect and to cluster research areas in the field of serious games and entertainment computing. It provides an introduction and gives guidance for the next generation of researchers in this field.
The 18 papers presented in this volume, together with an introduction, are the outcome of a GI-Dagstuhl seminar which was held at Schloß Dagstuhl in July 2015.

Title: Serious Games and Edutainment Applications

Authors: Nikolaos Antonopolous, Minhua Ma, Lakhmi C. Jain
Published: 2011-12-09 | ISBN: 1447121600  | 520 pages

Serious Games and Edutainment Applications (repost)
The recent re-emergence of serious games as a branch of video games and as a promising frontier of education has introduced the concept of games designed for a serious purpose other than pure entertainment. To date the major applications of serious games include education and training, engineering, medicine and healthcare, military applications, city planning, production, crisis response, to name just a few. If utilised alongside, or combined with conventional training and educational approaches, serious games could provide a more powerful means of knowledge transfer in almost every application domain. Serious Games and Edutainment Applications offers an insightful introduction to the development and applications of games technologies in educational settings. It includes cutting-edge academic research and industry updates that will inform readers of current and future advances in the area. The book is suitable for both researchers and educators who are interested in using games for educational purposes, as well as game professionals requiring a thorough understanding of issues involved in the application of video games technology into educational settings. It is also applicable to programmers, game artists, and management contemplating or involved in the development of serious games for educational or training purposes.

Title: Serious Games and Edutainment Applications Volume II

Authors: Ma, Minhua, Oikonomou, Andreas (Eds.)

2017 | ISBN: 978-3-319-51645-5 | Publisher: Springer International Publishing | English | 702 pages

With the cSpringer: Serious Games and Edutainment Applications Volume IIontinued application of gaming for training and education, which has seen exponential growth over the past two decades, this book offers an insightful introduction to the current developments and applications of game technologies within educational settings, with cutting-edge academic research and industry insights, providing a greater understanding into current and future developments and advances within this field.
Following on from the success of the first volume in 2011, researchers from around the world presents up-to-date research on a broad range of new and emerging topics such as serious games and emotion, games for music education and games for medical training, to gamification, bespoke serious games, and adaptation of commercial off-the shelf games for education and narrative design, giving readers a thorough understanding of the advances and current issues facing developers and designers regarding games for training and education.
This second volume of Serious Games and Edutainment Applications offers further insights for researchers, designers and educators who are interested in using serious games for training and educational purposes, and gives game developers with detailed information on current topics and developments within this growing area.

Books · Educational Philosophy · PBL · Smart Education · Springer · Uncategorized

Innovations in Smart Learning

Title: Innovations in Smart Learning

Authors: Elvira Popescu et al

English | ISBN: 9811024189 | 2016 | 252 pages

The book aims to provide an archival forum for researchers, academics, practitioners, and industry professionals interested and/or engaged in the reform of the ways of teaching and learning through advancing current learning environments towards smart learning environments. It facilitates opportunities for discussions and constructive dialogue among various stakeholders on the limitations of existing learning environments, need for reform, innovative uses of emerging pedagogical approaches and technologies, and sharing and promotion of best practices, leading to the evolution, design and implementation of smart learning environments. The focus of the contributions in this book is on the interplay of pedagogy, technology and their fusion towards the advancement of smart learning environments. Various components of this interplay include but are not limited to:
● Pedagogy: learning paradigms, assessment paradigms, social factors, policy;
● Technology: emerging technologies, innovative uses of mature technologies, adoption, usability, standards, and emerging/new technological paradigms (open educational resources, cloud computing, etc.);
● Fusion of pedagogy and technology: transformation of curriculum, transformation of teaching behavior, transformation of administration, best practices of infusion, piloting of new ideas.

See also this post: Smart Education

Books · Computer Science · Educational Philosophy · Emerging Trends · Hardware · Robotics · Smart Education · Springer · Teaching

Smart Learning Objects

Title: Smart Learning Objects for Smart Education in Computer Science

Theory, Methodology and Robot-Based Implementation
Author: Vytautas Stuikys
2015 | ISBN-10: 3319169122 | 336 pages Smart Learning Objects for Smart Education in Computer Science: Theory, Methodology and Robot-Based Implementation


This monograph presents the challenges, vision and context to design smart learning objects (SLOs) through Computer Science (CS) education modelling and feature model transformations. It presents the latest research on the meta-programming-based generative learning objects (the latter with advanced features are treated as SLOs) and the use of educational robots in teaching CS topics. The introduced methodology includes the overall processes to develop SLO and smart educational environment (SEE) and integrates both into the real education setting to provide teaching in CS using constructivist and project-based approaches along with evaluation of pedagogic outcomes.

Smart Learning Objects for Smart Education in Computer Science will appeal to researchers in CS education particularly those interested in using robots in teaching, course designers and educational software and tools developers. With research and exercise questions at the end of each chapter students studying CS related courses will find this work informative and valuable too.

Title: Smart Learning Environments

Authors: Maiga Chang, Yanyan Li

Publisher: Springer | English | 2015 | ISBN:3662444461 | 219 pages

This book addresses main issues concerned with the future learning, learning and academic analytics, virtual world and smart user interface, and mobile learning. This book gathers the newest research results of smart learning environments from the aspects of learning, pedagogies, and technologies in learning. Smart Learning Environments

It examines the advances in technology development and changes in the field of education that has been affecting and reshaping the learning environment. Then, it proposes that under the changed technological situations, smart learning systems, no matter what platforms (i.e., personal computers, smart phones, and tablets) they are running at, should be aware of the preferences and needs that their users (i.e., the learners and teachers) have, be capable of providing their users with the most appropriate services, helps to enhance the users’ learning experiences, and to make the learning efficient.

See also this post: Smart Education

Books · Educational Philosophy · Emerging Trends · Gamification · Smart Education · Springer · Teaching

Smart Education

Title: Smart Education and e-Learning 2016 (Smart Innovation, Systems and Technologies

Authors: Vladimir Uskov, Robert J. Howlett, Lakhmi C. Jain
2016 | ISBN: 3319396897 | English | 567 pages
Smart Education and e-Learning 2016

This book contains the contributions presented at the 3rd international KES conference on Smart Education and Smart e-Learning, which took place in Puerto de la Cruz, Tenerife, Spain, June 15-17, 2016. It contains a total of 56 peer-reviewed book chapters that are grouped into several parts:

  • Part 1 – Smart University: Conceptual Modeling
  • Part 2 “ Smart Education: Research and Case Studies
  • Part 3 “ Smart e-Learning,
  • Part 4 “ Smart Education: Software and Hardware Systems,
  • Part 5 “ Smart Technology as a Resource to Improve Education and Professional Training.

We believe that the book will serve as a useful source of research data and valuable information for faculty, scholars, Ph.D. students, administrators, and practitioners – those who are interested in innovative areas of smart education and smart e-learning.

Serious Games, Interaction, and Simulation

Title: Serious Games, Interaction, and Simulation

Editors: Carlos Vaz de Carvalho and Paula Escudeiro,
English | ISBN: 3319290592 | 2016 | 148 pages

This volume constitutes the proceedings of the 5th International Conference on Serious Games, Interaction, and Simulation, held in Novedrate, Italy, in September 2015.
The 16 revised full papers together with 2 keynote papers were carefully reviewed and selected for inclusion in this book. They focus on the design, development, use, and application of games for purposes other than entertainment. As such they cover areas like cognition, psychology, technology-enhanced education, evaluation and assessment, multimedia and information technology, and feature new scientific approaches and results from experiments and real-life applications.