Books · Emerging Trends · Gamification · Play · Serious Games · Springer · Uncategorized

Serious Games and Edutainment Applications

Title: Serious Games and Edutainment Applications Volume II

Authors: Ma, Minhua, Oikonomou, Andreas
2017 | ISBN: 978-3-319-51645-5 | Publisher: Springer International Publishing | English | 702 pages

Springer: Serious Games and Edutainment Applications Volume II
With the continued 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.

Title: Serious Games and Edutainment Applications Volume I

Serious Games and Edutainment Applications

Author: Minua Ma,  Andreas Oikonomou

English | December 9th, 2011 | ASIN: B007EMISMO, ISBN: 1447121600, 1447158113 | 504 pages


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.

The book 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.
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Books · Smart Education · Springer · Uncategorized

Citizen, Territory and Technologies

Title: Citizen, Territory and Technologies

Author: Springer Conference

English | 2018 | ISBN: 3319613219 | 228 Pages

Citizen, Territory and Technologies: Smart Learning Contexts and Practices: Proceedings of the 2nd International Conference


This book gathers a selection of the articles accepted for presentation and discussion at the 2nd International Conference on Smart Learning Ecosystems and Regional Developments (SLERD 2017), held 22–23 June What characterizes smart learning ecosystems? What is their role in city and regional development and innovation? How can we promote the engagement of citizens in smart learning ecosystems? These are some of the questions addressed at SLERD 2017 and documented here.

The proceedings include scientific papers that endeavor to understand, devise and promote innovative human-centric design and development methods, education/training practices, informal social learning, and citizen-driven policies. The individual papers elaborate on the notion of smart learning ecosystems, study the relation of smart learning ecosystems with As such, they help to foster the social innovation sectors, Information and Communication Technology (ICT) and economic development and deployment strategies, alongside new policies for smarter, proactive citizens – making them a valuable resource for researchers and policymakers alike.

Books · Educational Philosophy · Emerging Trends · Uncategorized

Positive Learning in the Age of Information

Title: Positive Learning in the Age of Information

Author: Olga ZlatkinPositive Learning in the Age of Information: A Blessing or a Curse?

English | 2017 (2018 Edition) | 421 Pages | ISBN : 3658195665


While information and communication technology has a vast influence on our lives, little is understood about its effects on the way we learn. In the Age of Information, students – consciously or not – are learning in diverse formal and informal environments from a broad variety of sources, with scientific knowledge competing against unfounded assertions, and misinformation and biased data spreading through social and mass media.
The Positive Learning in the Age of Information (PLATO) program illustrated by the contributions in this book unites outstanding and highly innovative expertise on the fundamentals of information processing and human learning to investigate a new paradigm of positive learning as a vital, morally and ethically oriented approach, which is of existential importance to maintaining the civilization standards of a modern society in the digital age.

Books · Emerging Trends · ICT · Science · Uncategorized

Emerging Technologies in the Classroom

Title: Emerging Technologies in the Classroom

Author: Chrystalla Mouza

November 7, 2012 | English | ISBN-10: 1461446953 | 314 Pages
Emerging Technologies for the Classroom: A Learning Sciences Perspective

This book provides contemporary examples of the ways in which educators can use digital technologies to create effective learning environments that support improved learning and instruction. These examples are guided by multiple conceptual and methodological traditions evolving from the learning sciences and instructional technology communities as well as other communities doing important work on learning technologies. In particular, the book provides examples of technology innovations and the ways in which educators can use them to foster deep understanding, collaboration, creativity, invention, and reflection. Additional examples demonstrate the ways in which emerging mobile and networked technologies can help extend student learning beyond the confines of the classroom wall and support student-directed learning and new media literacies.

Books · Educational Philosophy · Emerging Trends · Mobile · Online · Smart Education · Springer · Uncategorized

Authentic Virtual World Education

Title: Authentic Virtual World Education

English | ISBN: 9811063818 | 2017 | 220 pages
Authentic Virtual World Education: Facilitating Cultural Engagement and Creativity

The book presents the possibilities and realities of virtual worlds in education through the application of 3D virtual worlds to support authentic learning, creativity, learner engagement and cultural diversity in higher education. It includes a unique variety of cross disciplinary approaches to research, teaching and learning in a virtual world, including analysis of data from the experiences of students in education, law, Chinese language, sustainability, computer architecture, business, health and the Arts. The book provides unique learning experiences that have celebrated the rich media of virtual world environments through the utilisation of affordances such as simulation, bots, synchronous interaction, machinima and games. The perspectives come from Australia and New Zealand higher education academics but transferable to any higher educational institution in the sector, worldwide, and is significant to various disciplines in the higher education field.

Books · Data · Educational Philosophy · Uncategorized

Using Data to Improve Higher Education

Using Data to Improve Higher Education: Research, Policy and PracticeTitle: Using Data to Improve Higher Education
Authors: Maria Menon

2014 | pages: 260 | ISBN: 9462097925

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.

Educational Philosophy · Gamification · Serious Games · Springer · Uncategorized

Serious Games: Foundations, Concepts and Practice

 Title: Serious Games: Foundations, Concepts and Practice

Author: 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 run time 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: Serious Games Third Joint International Conference

English | 2017 | ISBN: 331970110X | 332 Pages

Serious Games: Third Joint International Conference

This book constitutes the proceedings of the Third Joint International Conference on Serious Games, JCSG 2017, held in Valencia, Spain, in November 2017.

The total of 23 full papers, 3 short papers, and 4 poster papers was carefully reviewed and selected from 44 submissions. The topics covered by the conference offered participants a valuable platform to discuss and learn about the latest developments, technologies and possibilities in the development and use of serious games with a special focus on how different fields can be combined to achieve the best possible results.

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 · Teaching · Uncategorized

What Connected Educators Do Differently

Title: What Connected Educators Do Differently

Author: Todd Whitaker and Jeffrey Zoul
English | 2015 | ISBN: 1138127809, 1138832006 | 172 pages

What Connected Educators Do Differently
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!

Blended · Books · Educational Philosophy · Emerging Trends · Experiential · Uncategorized

Human-Experiential Design

Title: Human-Experiential Design of Presence in Everyday Blended Reality: Living in the Here and Now (Human-Computer Interaction Series)

Author: John Waterworth
English | 18 May 2016 | ISBN: 3319303325 | 120 PagesHuman-Experiential Design of Presence in Everyday Blended Reality

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.