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Games and Learning Alliance

Games and Learning Alliance Author Alessandro De Gloria
ISBN-10 9783319121574
Release 2014-10-25
Pages 408
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This book constitutes the refereed proceedings of the Second International Conference on Games and Learning Alliance, GALA 2013, held in Paris, France, in October 2013. The 25 revised papers presented together with 9 poster papers were carefully reviewed and selected from numerous submissions. The papers advance the state of the art in the technologies and knowledge available to support development and deployment of serious games. They are organized in 3 research tracks on design, technology and application. Also included is the outcome of a GALA workshop on a widely applied instructional design model: 4C-ID.



Games and Learning Alliance

Games and Learning Alliance Author João Dias
ISBN-10 9783319719405
Release 2017-11-28
Pages 266
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This book constitutes the refereed proceedings of the 6th International Conference on Games and Learning Alliance, GALA 2017, held in Lisbon, Portugal, in December 2017. The 16 revised regular papers presented together with 6 poster papers were carefully reviewed and selected from 45 submissions. The papers cover topics such as games in education and training; games for health and special children; augmented and virtual reality; methods and tools (for desing and development); and poster abstracts.



Serious Games and Edutainment Applications

Serious Games and Edutainment Applications Author Minhua Ma
ISBN-10 9783319516455
Release 2017-03-03
Pages 702
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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.



Games and Learning Alliance

Games and Learning Alliance Author Alessandro de Gloria
ISBN-10 9783319402161
Release 2016-06-22
Pages 575
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This book constitutes the refereed proceedings of the 4th International Conference on Games and Learning Alliance, GALA 2015, held in Rome, Italy, in December 2015. The 33 revised full papers and 15 short papers presented were carefully reviewed and selected from 102 submissions. The papers presented cover a variety of aspects and knowledge fields. They are grouped around the following topics: games for health, games for mobility, pervasive gaming and urban mobility.



Serious Games

Serious Games Author Ute Ritterfeld
ISBN-10 9781135848903
Release 2009-09-10
Pages 552
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Serious Games provides a thorough exploration of the claim that playing games can provide learning that is deep, sustained and transferable to the real world. "Serious games" is defined herein as any form of interactive computer-based game software for one or multiple players to be used on any platform and that has been developed to provide more than entertainment to players. With this volume, the editors address the gap in exisiting scholarship on gaming, providing an academic overview on the mechanisms and effects of serious games. Contributors investigate the psychological mechanisms that take place not only during gaming, but also in game selection, persistent play, and gaming impact. The work in this collection focuses on the desirable outcomes of digital game play. The editors distinguish between three possible effects -- learning, development, and change -- covering a broad range of serious games’ potential impact. Contributions from internationally recognized scholars focus on five objectives: Define the area of serious games Elaborate on the underlying theories that explain suggested psychological mechanisms elicited through serious game play, addressing cognitive, affective and social processes Summarize the empirical evidence on the effectiveness of serious games, Introduce innovative research methods as a response to methodological challenges imposed through interactive media Discuss the possibilities and limitations of selected applications for educational purposes. Anchored primarily in social science research, the reader will be introduced to approaches that focus on the gaming process and the users’ experiences. Additional perspectives will be provided in the concluding chapters, written from non-social science approaches by experts in academic game design and representatives of the gaming industry. The editors acknowledge the necessity for a broader interdisciplinary study of the phenomena and work to overcome the methodological divide in games research to look ahead to a more integrated and interdisciplinary study of digital games. This timely and singular volume will appeal to scholars, researchers, and graduate students working in media entertainment and game studies in the areas of education, media, communication, and psychology.



Sound Music and Motion

Sound  Music  and Motion Author Mitsuko Aramaki
ISBN-10 9783319129761
Release 2014-12-04
Pages 684
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This book constitutes the thoroughly refereed post-conference proceedings of the 10th International Symposium on Computer Music Modeling and Retrieval, CMMR 2013, held in Marseille, France, in October 2013. The 38 conference papers presented were carefully reviewed and selected from 94 submissions. The chapters reflect the interdisciplinary nature of this conference with following topics: augmented musical instruments and gesture recognition, music and emotions: representation, recognition, and audience/performers studies, the art of sonification, when auditory cues shape human sensorimotor performance, music and sound data mining, interactive sound synthesis, non-stationarity, dynamics and mathematical modeling, image-sound interaction, auditory perception and cognitive inspiration, and modeling of sound and music computational musicology.



E Learning E Education and Online Training

E Learning  E Education  and Online Training Author Giovanni Vincenti
ISBN-10 9783319496252
Release 2016-11-12
Pages 223
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This book constitutes the proceedings of the 3rd International Conference on E-Learning, E-Education, and Online Training, eLEOT 2016, held in Dublin, Ireland, August 31 – September 2, 2016. The 25 revised full papers presented were carefully reviewed and selected from 35 submissions. They focus on topics as augmented reality learning, blended learning, learning analytics, mobile learning, virtual learning environments.



Assessment in Game Based Learning

Assessment in Game Based Learning Author Dirk Ifenthaler
ISBN-10 9781461435464
Release 2012-06-13
Pages 464
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The capabilities and possibilities of emerging game-based learning technologies bring about a new perspective of learning and instruction. This, in turn, necessitates alternative ways to assess the kinds of learning that is taking place in the virtual worlds or informal settings. accordingly, aligning learning and assessment is the core for creating a favorable and effective learning environment. The edited volume will cover the current state of research, methodology, assessment, and technology of game-based learning. There will be contributions from international distinguished researchers which will present innovative work in the areas of educational psychology, educational diagnostics, educational technology, and learning sciences. The edited volume will be divided into four major parts.



Serious Games Development and Applications

Serious Games Development and Applications Author Minhua Ma
ISBN-10 9783642336874
Release 2012-09-18
Pages 269
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This book constitutes the refereed proceedings of the 3rd International Conference on Serious Games Development and Applications, SGDA 2012, held in Bremen, Germany in September 2012. The 22 revised full papers presented were carefully reviewed and selected from numerous submissions. The papers cover various topics on serious games including engineering, education, health care, military applications, game design, game study, game theories, virtual reality, 3D visualisation and medical applications of games technology.



Education for Life and Work

Education for Life and Work Author Committee on Defining Deeper Learning and 21st Century Skills
ISBN-10 9780309256506
Release 2013-01-01
Pages 229
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Americans have long recognized that investments in public education contribute to the common good, enhancing national prosperity and supporting stable families, neighborhoods, and communities. Education is even more critical today, in the face of economic, environmental, and social challenges. Today's children can meet future challenges if their schooling and informal learning activities prepare them for adult roles as citizens, employees, managers, parents, volunteers, and entrepreneurs. To achieve their full potential as adults, young people need to develop a range of skills and knowledge that facilitate mastery and application of English, mathematics, and other school subjects. At the same time, business and political leaders are increasingly asking schools to develop skills such as problem solving, critical thinking, communication, collaboration, and self-management - often referred to as "21st century skills." Education for Life and Work: Developing Transferable Knowledge and Skills in the 21st Century describes this important set of key skills that increase deeper learning, college and career readiness, student-centered learning, and higher order thinking. These labels include both cognitive and non-cognitive skills- such as critical thinking, problem solving, collaboration, effective communication, motivation, persistence, and learning to learn. 21st century skills also include creativity, innovation, and ethics that are important to later success and may be developed in formal or informal learning environments. This report also describes how these skills relate to each other and to more traditional academic skills and content in the key disciplines of reading, mathematics, and science. Education for Life and Work: Developing Transferable Knowledge and Skills in the 21st Century summarizes the findings of the research that investigates the importance of such skills to success in education, work, and other areas of adult responsibility and that demonstrates the importance of developing these skills in K-16 education. In this report, features related to learning these skills are identified, which include teacher professional development, curriculum, assessment, after-school and out-of-school programs, and informal learning centers such as exhibits and museums.



Serious Games Development and Applications

Serious Games Development and Applications Author Minhua Ma
ISBN-10 9783319116235
Release 2014-10-03
Pages 226
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This book constitutes the refereed proceedings of the 5th International Conference on Serious Games Development and Applications, SGDA 2014, held in Berlin, Germany, in October 2014. The 14 revised full papers presented together with 4 short papers were carefully reviewed and selected from 31 submissions. The focus of the papers was on the following: games for health, games for medical training, serious games for children, music and sound effects, games for other purposes, and game design and theories.



Serious Game Design and Development Technologies for Training and Learning

Serious Game Design and Development  Technologies for Training and Learning Author Cannon-Bowers, Jan
ISBN-10 9781615207404
Release 2010-02-28
Pages 382
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"With an increasing use of vido games in various disciplines within the scientific community, this book seeks to understand the nature of effective games and to provide guidance for how best to harness the power of gaming technology to successfully accomplish a more serious goal"--Provided by publisher.



Analysis of Images Social Networks and Texts

Analysis of Images  Social Networks and Texts Author Dmitry I. Ignatov
ISBN-10 9783319529202
Release 2017-03-05
Pages 372
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This book constitutes the proceedings of the 5th International Conference on Analysis of Images, Social Networks and Texts, AIST 2016, held in Yekaterinburg, Russia, in April 2016. The 23 full papers, 7 short papers, and 3 industrial papers were carefully reviewed and selected from 142 submissions. The papers are organized in topical sections on machine learning and data analysis; social networks; natural language processing; analysis of images and video.



The Design of Everyday Things

The Design of Everyday Things Author Don Norman
ISBN-10 9780465072996
Release 2013-11-05
Pages 384
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The ultimate guide to human-centered design Even the smartest among us can feel inept as we fail to figure out which light switch or oven burner to turn on, or whether to push, pull, or slide a door. The fault, argues this ingenious-even liberating-book, lies not in ourselves, but in product design that ignores the needs of users and the principles of cognitive psychology. The problems range from ambiguous and hidden controls to arbitrary relationships between controls and functions, coupled with a lack of feedback or other assistance and unreasonable demands on memorization. The Design of Everyday Things shows that good, usable design is possible. The rules are simple: make things visible, exploit natural relationships that couple function and control, and make intelligent use of constraints. The goal: guide the user effortlessly to the right action on the right control at the right time. The Design of Everyday Things is a powerful primer on how--and why--some products satisfy customers while others only frustrate them.



Integrating Clinical Research into Epidemic Response

Integrating Clinical Research into Epidemic Response Author National Academies of Sciences, Engineering, and Medicine
ISBN-10 9780309457767
Release 2017-07-26
Pages 342
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The 2014â€"2015 Ebola epidemic in western Africa was the longest and most deadly Ebola epidemic in history, resulting in 28,616 cases and 11,310 deaths in Guinea, Liberia, and Sierra Leone. The Ebola virus has been known since 1976, when two separate outbreaks were identified in the Democratic Republic of Congo (then Zaire) and South Sudan (then Sudan). However, because all Ebola outbreaks prior to that in West Africa in 2014â€"2015 were relatively isolated and of short duration, little was known about how to best manage patients to improve survival, and there were no approved therapeutics or vaccines. When the World Heath Organization declared the 2014-2015 epidemic a public health emergency of international concern in August 2014, several teams began conducting formal clinical trials in the Ebola affected countries during the outbreak. Integrating Clinical Research into Epidemic Response: The Ebola Experience assesses the value of the clinical trials held during the 2014â€"2015 epidemic and makes recommendations about how the conduct of trials could be improved in the context of a future international emerging or re-emerging infectious disease events.



Smart Cities Green Technologies and Intelligent Transport Systems

Smart Cities  Green Technologies  and Intelligent Transport Systems Author Markus Helfert
ISBN-10 9783319277530
Release 2016-01-06
Pages 323
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This book constitutes the thoroughly refereed proceedings of the 4th International Conference on Smart Cities and Green ICT Systems, SMARTGREENS 2015, and the 1st International Conference on Vehicle Technology and Intelligent Transport Systems, VEHITS 2015, held in Lisbon, Portugal, in May 2015. The 15 full papers of SMARTGREENS 2015 presented were carefully reviewed and selected from 73 submissions. VEHITS 2015 received 27 paper submissions from which 3 papers were selected and published in this book. The papers reflect topics such as smart cities, energy-aware systems and technologies, sustainable computing and communications, sustainable transportation and smart mobility.



Serious Games Development and Applications

Serious Games Development and Applications Author Minhua Ma
ISBN-10 9783642238345
Release 2012-02-21
Pages 147
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This book constitutes the refereed proceedings of the Second International Conference on Serious Games Development and Applications, SGDA 2011, held in Lisbon, Portugal in September 2011. The 13 revised full papers presented were carefully reviewed and selected for publication. Among the topics addressed are virtual reality, computer assisted learning, computer graphics, tutoring systems, e-learning, e-culture, and guiding systems.