In recent decades, higher education systems and institutions have been called to respond to an unprecedented number of challenges. Major challenges emerged with the phenomenal increase in the demand for higher education and the associated massive expansion of higher education systems. In response universities were called to adopt planning and research methods that would enable them to identify and address the needs of a larger, more diverse student body. Higher education institutions began to place greater emphasis on planning and marketing, seeking to maintain their position in an increasingly competitive higher education market. Under the current economic downturn, universities are under pressure to further cut costs while maintaining their attractiveness to prospective students. As a result educational policy makers and administrators are called to select the ‘right’ alternatives, aiming for both efficiency and effectiveness in delivered outcomes. This book provides insights into the use of data as an input in planning and improvement initiatives in higher education. It focuses on uses (and potential abuses) of data in educational planning and policy formulation, examining several practices and perspectives relating to different types of data. The book is intended to address the need for the collection and utilization of data in the attempt to improve higher education both at the systemic and the institutional level.
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”.
Title: Encyclopaedia of the History of Science, Technology, and Medicine in Non-Western Cultures (3rd ed)
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.
Title: What Connected Educators Do Differently
English | 2015 | ISBN: 1138127809, 1138832006 | 172 pages
Todd Whitaker, Jeffrey Zoul, and Jimmy Casas are widely acclaimed experts on teaching and leading and are pioneers in the education twitterverse, and now they are sharing their best practices! In What Connected Educators Do Differently, they show how being a connected educator―by using social media to connect with peers across the country and even across the globe―will greatly enhance your own learning and your success in a school or classroom. You’ll find out how to create a personal and professional learning network to share resources and ideas, gain support, and make an impact on others. By customizing your professional development in this way, you’ll be able to learn what you want, how you want, when you want. Best of all, you’ll become energized and inspired by all the great ideas out there and how you can contribute, benefiting both you and your students.
Whether you are a teacher or school leader, you will come away from this book with step-by-step advice and fresh ideas to try immediately. Being a connected educator has never been easier or more important than it is right now!
Title: Human-Experiential Design of Presence in Everyday Blended Reality: Living in the Here and Now (Human-Computer Interaction Series)
This book explores how our lives and social interactions have become split between two intertwined, but not integrated, realities: the physical and the digital. Our sense of presence in the here and now has become fragmented, and yet earlier design approaches reinforced the problem, rather than leading to improvements. The authors address these issues by laying out a new human computer interaction (HCI) design approach – human-experiential design – rooted in a return to first principles of how people understand the world, both consciously and unconsciously. The application of this approach to the design of blended reality spaces is described in detail. Examples and scenarios of designing them to overcome the problems inherent in a variety of mixed reality settings are provided.
Human-Experiential Design of Presence in Everyday Blended Reality will appeal to undergraduate and graduate students and researchers in interaction design, psychology, HCI and computer application studies, as well as practicing interaction designers and computer professionals. It will also be of interest to communication, media and urban design students, and to all readers with an interest in the technology-mediated future.
Title: Software Reading Techniques: Twenty Techniques for More Effective Software Review and Inspection
English | ISBN: 1484223454 | 2016 | 148 pages
This concise book teaches software professionals and software engineering students the full set of twenty software reading techniques to enhance their effectiveness in reviewing and inspecting software artifacts such as requirements specifications, designs, code files, and usability.
Software review and inspection is the best practice in software development whose purpose is to detect and fix problems early. Software professionals are trained to write software but not read and analyze software written by peers. As a result, individual reading skills vary widely. Because the effectiveness of software review and inspection is highly dependent on individual reading skills, differential outcomes among software readers vary by a factor of ten. Software Reading Techniques is designed to close that gap.
Dr Yang‐Ming Zhu’s depth of experience as a software architect, team leader, and scientist make him singularly well-equipped to bring software readers up to speed on all the techniques and tips for optimizing the effectiveness and efficiency of their software review and inspection skills.
What You’ll Learn
- Software review and inspection procedures and reading skills
- Traditional and modern advanced reading techniques applicable to almost all software artifacts
- Specific reading techniques for software requirements specification, software design, and code
Who This Book Is For
Software Reading Techniques is for all software professionals and software engineering students and researchers.
Title: Innovations in Smart Learning
Authors: Elvira Popescu et al
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
Title: Instructional Techniques to Facilitate Learning and Motivation of Serious Games
The book introduces techniques to improve the effectiveness of serious games in relation to cognition and motivation. These techniques include ways to improve motivation, collaboration, reflection, and the integration of gameplay into various contexts. The contributing authors expand upon this broad range of techniques, show recent empirical research on each of these techniques that discuss their promise and effectiveness, then present general implications or guidelines that the techniques bring forth. They then suggest how serious games can be improved by implementing the respective technique into a particular game.
Title: 3D Printed Science Projects: Ideas for your classroom, science fair or home (Technology in Action)
2016 | 224 Pages | ISBN: 1484213246 | PDF | 4 MB
This book describes how to create 3D printable models that can help students from kindergarten through grad school learn math, physics, botany, chemistry, engineering and more. Each of the eight topics is designed to be customized by the reader to create a wide range of projects suitable for science fairs, extra credit, or classroom demonstrations. Science fair project suggestions and extensive “where to learn more” resources are included, too. You will add another dimension to your textbook understanding of science. In this book, you will learn: To create (and present the science behind) 3D printed models. To use a 3D printer to create those models as simply as possible. New science insights from designing 3D models. Who this book is for: This book shows parents and teachers how to use the models inside as starting points for 3D printable explorations. Students can start with these models and vary them for their own explorations. Unlike other sets of models that can just be scaled, these models have the science built-in to allow for more insight into the fundamental concepts.
Title: New Literacies: Everyday Practices and Social Learning (3rd edition)
2011 | 296 Pages | ISBN: 0335242162
The new edition of this popular book takes a fresh look at what it means to think of literacies as social practices. The book explores what is distinctively ‘new’ within a range of currently popular everyday ways of generating, communicating and negotiating meanings. Revised, updated and significantly reconceptualised throughout, the book includes:
Closer analysis of new literacies in terms of active collaboration
A timely discussion of using wikis and other collaborative online writing resources
Updated and expanded accounts of digital remix and blogging practices
An explanation of social learning and collaborative platforms for social learning
A fresh focus on online social networking
A new batch of discussion questions and stimulus activities
The importance of social learning for becoming proficient in many new literacy practices, and the significance of new media for expanding the reach and potential of social learning are discussed in the final part of the book. New Literacies 3/e concludes by describing empirical cases of social learning approaches mediated by collaborative learning platforms.
This book is essential reading for students and academics within literacy studies, cultural or communication studies and education.
Title: Digital Literacies: Social Learning and Classroom Practices
English | 2009 | ISBN: 1847870376, 1847870384 | 184 pages
Digital technologies are an everyday part of life for students and this book explores the ways in which they can be used in schools. The authors provide insight into the research on digital technologies, stressing its relevance for schools, and suggest ways to develop new, more relevant pedagogies, particularly for social learning, literacy, and literate practices. With a practical focus, the examples and issues explored in this book will help you to analyze your own practice and to carry out your own small-scale research projects.