Books · Educational Philosophy · Emerging Trends · Higher Ed · ICT · Smart Education · Springer · Teaching

Methodologies and Intelligent Systems for Technology Enhanced Learning

Title: Methodologies and Intelligent Systems for Technology Enhanced Learning

Authors: PierPaulo Vittorini et al.

Methodologies and Intelligent Systems for Technology Enhanced Learning: 7th International Conference
English | 2017 | ISBN: 3319608185 | 135 Pages


This book presents the outcomes of the 7th International Conference in Methodologies and Intelligent Systems for Technology Enhanced Learning (MIS4TEL’17), hosted by the Polytechnic of Porto, Portugal from 21 to 23 June 2017. Expanding on the topics of the previous conferences, it provided an open forum for discussing intelligent systems for technology enhanced learning (TEL) and their roots in novel learning theories, empirical methodologies for their design or evaluation, stand-alone and web-based solutions, and makerspaces. It also fostered entrepreneurship and business startup ideas, bringing together researchers and developers from industry, education and the academic world to report on the latest scientific research, technical advances and methodologies.

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Books · Educational Philosophy · Emerging Trends · ICT · Smart Education · Teaching

Innovating Education and Educating for Innovation

Title: Innovating Education and Educating for Innovation

Author: OECD Report
English | 2016 | ISBN: 9264265082 | 152 pages
Innovating Education and Educating for Innovation: The Power of Digital Technologies and Skills

OECD’s Innovation Strategy calls upon all sectors in the economy and society to innovate in order to foster productivity, growth and well-being. Education systems are critically important for innovation through the development of skills that nurture new ideas and technologies. However, whereas digital technologies are profoundly changing the way we work, communicate and enjoy ourselves, the world of education and learning is not yet going through the same technology-driven innovation process as other sectors.

This report served as the background report to the second Global Education Industry Summit which was held on 26-27 September 2016. It discusses the available evidence on innovation in education, the impact of digital technologies on teaching and learning, the role of digital skills and the role of educational industries in the process of innovation. The report argues for smarter policies, involving all stakeholders, for innovation in education.

Educational Research and Innovation Education Governance in Action: Lessons from Case Studies

 

Title: Education Governance in Action

Author: OECD Report
English | 2016 | ISBN: 9264262652 | 192 pages

 

Governing multi-level education systems requires governance models that balance responsiveness to local diversity with the ability to ensure national objectives.

Books · Gamification · Research · Smart Education

Game-based Learning Across the Lifespan

Title: Game-based Learning Across the Lifespan

Editor: Margarita Romero
English | 2017 | ISBN: 3319417959 | 154 Pages
Game-Based Learning Across the Lifespan

The book provides a systemic view of the state-of-the- art of Digital Game Based Learning (DGBL) across the lifespan, from age-specific game design requirements to technological devices that could overcome child and older adult difficulties in the use of DGBL technologies.
In addition to the state-of-the-art methodologies provided for age-specific gamedesign, development, implementation and assessment, a significant portion of the book focuses on case studies where DGBL have been designed and implemented in every age groups and in cross-generational situations.

Books · Educational Philosophy · Higher Ed · ICT · Smart Education · Springer · Teaching

Knowledge Building and Regulation in Computer-Supported Collaborative Learning

Title: Knowledge Building and Regulation in Computer-Supported Collaborative Learning

Author: Langin Zheng

English | 2017 | ISBN: 9811019703 | 161 Pages

Knowledge Building and Regulation in Computer-Supported Collaborative Learning


This book proposes and validates an information flow approach to analyzing knowledge co-construction and predicting group performance in the context of collaborative learning.
The book investigates several innovative examples, including: Methodological approaches to studying and analyzing knowledge building and regulation in collaborative learning; Social software tools for capturing the dynamics of knowledge building and regulation in collaborative learning; Collective regulatory mechanisms to scaffold socially shared regulation in real-life collaborative learning; and Scripts and interventions to facilitate effective and productive collaborative learning on the basis of several case studies.

The original methodological contributions to the analysis of knowledge building and scaffolding socially shared regulation make this an essential read for anyone interested in collaborative learning. This book will also be of interest to a wide audience of researchers, teachers, and students in the field of collaborative learning, as well as the rapidly growing community of people investigating how collaborative learning can be effectively used in education.

Books · Computer Science · ICT · Research · Smart Education · Teaching

Mental Penguins

Title: Mental Penguins

Author: Ivelin Sardamov

English | May 26th, 2017 | ASIN: B071V97SNV, ISBN: 178535342X | 211 Pages

Mental Penguins: The Neverending Education Crisis and the False Promise of the Information Age

This book was inspired by Prof. Sardamov’s efforts to understand a troubling paradox in his own work – while he has worked to become a better college teacher, his students have not shown the expected advances in learning. He draws on key findings in neuroscience to explain the waning interest in and knowledge of complex social issues in the United Statesand other countries.
He attributes this troubling trend primarily to the effects of information overload, ubiquitous screens, and constant internet access. He argues that the chronic overstimulation generated by our current sociotechnological environment is turning us into “mental penguins” – developing new and shedding old aptitudes as we adapt to an extreme mental environment.

These changes affect us all, but have the strongest impact on children, adolescents, and young adults whose brains are more”plastic.” As a result, their enjoyment of the written word, and even of the real world, is often blunted – a tendency which reflects a largercultural and neurophysiological crisis within contemporary societies. Prof. Sardamov believes that the shift toward online and experiential forms of learning will not alleviate existing problems but is likely to make them worse. He emphasizes the need to foster love and capacity for reading in children and adolescents since this is the only constantly available tool of knowledge accumulation.

Though the book is inevitably provocative, it will appeal to readers interested in alternative forms of education (like Steiner-Waldorf and Montessori), or to those who share the concerns of authors like Jane Healy (Endangered Minds), Sven Birkerts (The Gutenberg Elegies), Nicholas Carr(“Is Google Making Us Stupid” and The Shallows), Peter Whybrow (American Mania), Susan Greenfield(Mind Change), Catherine Steiner-Adair (The Big Disconnect), Richard Arum and Josipa Roxa (Academically Adrift), etc.

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

The Connected Curriculum in Higher Education

A Connected Curriculum for Higher Education (Spotlights)Title: The Connected Curriculum in Higher Education

Author: Dilly Fung

English | June 7, 2017 | ASIN: B071G64QLJ | 184 Pages

Is it possible to bring university research and student education into a more connected, more symbiotic relationship? If so, can we develop programmes of study that enable faculty,students and real world communities to connect in new ways? In this accessible book, Dilly Fung argues that it is not only possible but also potentially transformational to develop new forms of research-based education.

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