Books · Educational Philosophy · Research · Springer · Teaching

Collaboration and Technology

Collaboration and Technology: 22nd International ConferenceTitle: Collaboration and Technology

Author: Takaya Yuizono
English | 2016 | ISBN: 331944798X | 177 Pages
This book constitutes the refereed proceedings of the 22nd International Conference on Collaboration and Technology, CRIWG 2016, held in Kanazawa, Japan, in September 2016.
The 10 revised full papers presented together with 3 work-in-progress papers were carefully reviewed and selected from 27 submissions. The papers reflect the current diversity of collaborative computing research and its evolution and deal with topics such as group support, AR and 3D technology, wearable technology, intercultural collaboration, remote physical tasks, recommendation systems, collaborative learning, and health support.
Books · Educational Philosophy · Higher Ed · ICT · Springer · Teaching

Engineering Education 4.0

Title: Engineering Education 4.0

Author: Sulamith Frerich
English, German | 1 May 2017 | ISBN: 3319469150 | 996 Pages

 

 

Engineering Education 4.0: Excellent Teaching and Learning in Engineering Sciences

Engineering Education 4.0: Excellent Teaching and Learning in Engineering Sciences presents a collection of results from the interdisciplinary research project “ELLI” published by researchers at RWTH Aachen University, the TU Dortmund and Ruhr-Universität Bochum between 2011 and 2016. All contributions showcase essential research results, concepts and innovative teaching methods to improve engineering education. Further, they focus on a variety of areas, including virtual and remote teaching and learning environments, student mobility, support throughout the student lifecycle, and the cultivation of interdisciplinary skills.

Educational Philosophy · Gamification · Springer · Uncategorized

Serious Games: Foundations, Concepts and Practice

Title: Serious Games: Foundations, Concepts and Practice
Aurhor: Ralf Dörner

 

English | 13 Sept. 2016 | ISBN: 3319406116 | 440 PagesSerious Games: Foundations, Concepts and Practice (Repost)

This textbook provides an introduction to the fundamentals of serious games, which differ considerably from computer games that are meant for pure entertainment.

Undergraduate and graduate students from various disciplines who want to learn about serious games are one target group of this book. Prospective developers of serious games are another, as they can use the book for self-study in order to learn about the distinctive features of serious game design and development. And ultimately, the book also addresses prospective users of serious game technologies by providing them with a solid basis for judging the advantages and limitations of serious games in different application areas such as game-based learning, training and simulation or games for health.

To cater to this heterogeneous readership and wide range of interests, every effort was made to make the book flexible to use. All readers are expected to study Chapter 1, as it provides the necessary basics and terminology that will be used in all subsequent chapters. The eleven chapters that follow cover the creation of serious games (design, authoring processes and tools, content production), the runtime context of serious games (game engines, adaptation mechanisms, game balancing, game mastering, multi-player serious games), the effects of serious games and their evaluation (player experience, assessment techniques, performance indicators), and serious games in practice (economic aspects, cost-benefit analysis, serious game distribution). To familiarize the readers with best practice in this field, the final chapter presents more than 30 selected examples of serious games illustrating their characteristics and showcasing their practical use.

Lecturers can select chapters in a sequence that is most suitable for their specific course or seminar. The book includes specific suggestions for courses such as “Introduction to Serious Games”, “Entertainment Technology”, “Serious Game Design”, “Game-based Learning”, and “Applications of Serious Games”.

Books · Library · Mobile · Springer · Teaching

Digital Resources for Learning

Title: Digital Resources for Learning

 Author: Daniel Churchill
English | 2017 | 264 Pages | ISBN : 9811037752

Digital Resources for Learning
This book addresses the theory and practice of using digital resources for contemporary learning, and how such resources can be designed, developed, and employed in a variety of learning activities and with various devices.
Drawing on insights into learning theory, educational research and the practical design of digital resources for learning that the author has gained over the past 20 years, the book provides the first classification guide to digital resources for learning and links various types of digital resources for learning to both contemporary curriculum design and learning design models.

Books · Springer · Teaching

Mobile Learning Design

Title: Mobile Learning Design: Theories and Application

Author: Daniel Churchill, Jie Lu, Thomas K.F. Chiu, Bob Fox
English | 437 Pages | 2016 | ISBN : 9811000255

Mobile Learning Design: Theories and Application
This book focuses on mobile learning design from both theoretical and practical perspectives. It introduces and discusses how mobile learning can be effectively integrated into curricula, highlighting the design of four key components of learning-centric pedagogy: Resource, Activity, Support and Evaluation in the context of mobile learning.
It also investigates the learning theories underpinning mobile learning design, and includes case studies in different contexts. It provides practical insights that allow teachers to change and transform teaching practices using mobile technology. Anyone involved in mobile-technology enhanced learning and teaching will find this book both informative and useful.

Books · Computer Science · Springer · STEM · Uncategorized

Encyclopaedia of the History of Science

Title: Encyclopaedia of the History of Science, Technology, and Medicine in Non-Western Cultures (3rd ed)

Author: Helaine Selin
Encyclopaedia of the History of Science, Technology and Medicine in Non-Western Cultures, 3rd edition
English | ISBN: 9400777469, 9400777485 | 2016 | 4706 pages

This updated and augmented third edition of this landmark encyclopedia contains approximately 1000 entries dealing in depth with the history of the scientific, technological and medical accomplishments of cultures outside of the United States and Europe. The entries consist of fully updated articles together with hundreds of entirely new topics adorned with full color pictures. This unique reference work includes intercultural articles on broad topics such as mathematics and astronomy as well as thoughtful philosophical articles on concepts and ideas related to the study of non-Western Science, such as rationality, objectivity, and method.

You’ll also find material on religion and science, East and West, and magic and science. This amazing resource even contains entries on fascinating esoteric topics such as Native American mathematics, Polynesian navigation, and African Metallurgy. There are also biographical articles for those cultures where individual scientists are known to us, such as China and the Islamic world.
Books · Educational Philosophy · ICT · Old School · Springer · Teaching

Bridging the Skills Gap

Title: Bridging the Skills Gap: Innovations in Africa and Asia

Editors: Jayaram, S., Munge, W., Adamson, B., Sorrell, D., Jain, N. (Eds.)
Springer | English | February 2017 | ISBN-10: 331949483X | 148 pages

Highlights the importance of generating new knowledge on skills at the secondary level
Provides innovative models for skills delivery
Synthesizes important lessons from six case studies

This volume seeks toexamine the skills development agenda for youth by exploring two key questions for sustainable livelihoods: What are the skills needed for employability in developing countries, especially in Africa and Asia? And, what skills are currently possessed by students and secondary school leavers? An introductory chapter will set the stage for the discussion and analysis to follow by reviewing in broad terms the current research on relevant topics such as global youth unemployment, the relationship between skills and economic growth, and the expansion of secondary education. The following chapters synthesize a series of background studies focused on Africa, South Asia and South-East Asia, including both a general overview and an in-depth look at several countries. The chapters introduce innovative models for skills delivery, and highlight some of the key elements of successful skills models, including multi-stakeholder partnerships, updated pedagogy, and innovative financing mechanisms. Each of the five core chapters of the book covers one theme, with the support of case studies to illustrate successes, challenges, and lessons in real world examples.

Number of Illustrations and Tables
10 b/w illustrations
Topics: Professional and Vocational Education

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 · Educational Philosophy · PBL · Research · Springer · Teaching

Problem-based Learning into the Future

Title: Problem-based Learning into the Future: Imagining an Agile PBL Ecology for Learning

Authors: Megan Yih ChynA.Kek, Henk Huijser
English | ISBN: 9811024529 | 2016 | 216 pages | PDF | 2 MB


In this book we respond to a higher education environment that is on the verge of profound changes by imagining an evolving and agile problem-based learning ecology for learning. The goal of doing so is to humanise university education by pursuing innovative approaches to student learning, teaching, curricula, assessment, and professional learning, and to employ interdisciplinary methods that go far beyond institutional walls and include student development and support, curriculum sustainability, research and the scholarship of teaching and learning, as well as administration and leadership.

An agile problem-based learning (PBL) ecology for learning deliberately blurs the boundaries between disciplines, between students and teachers, between students and employers, between employers and teachers, between academics and professional staff, between formal and informal learning, and between teaching and research. It is based on the recognition that all of these elements are interconnected and constantly evolving, rather than being discrete and static.

Throughout this book, our central argument is that there is no single person who is responsible for educating students. Rather, it is everyone’s responsibility – teachers, students, employers, administrators, and wider social networks, inside and outside of the university. Agile PBL is about making connections, rather than erecting barriers.

In summary, this book is not about maintaining comfort zones, but rather about becoming comfortable with discomfort. The actual implementation is beyond the scope of this book and we envisage that changing perceptions towards this vision will itself be a mammoth task. However, we believe that the alternative of leaving things as they are would ultimately prove untenable, and more distressingly, would leave a generation of students afraid to think, feel, and act for themselves, let alone being able to face the challenges of the 21st century.

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