Carlos Vaz de Carvalho – författare
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14 produkter
Game-Based Learning, Gamification in Education and Serious Games
Av Carlos Vaz de Carvalho, Antonio Coelho
Inbunden, 2022
611 kr
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Transforming Europe’s Cultural and Creative Landscape
Av Carlos Vaz De Carvalho, Carlos Vaz de Carvalho
Inbunden, 2026
1486 kr
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This book offers a comprehensive analysis of the Cultural and Creative Sector (CCS) in Europe. It explores the current state of the field and outlines the essential requirements for transforming it into a leading economic sector both in Europe and globally. By a detailed examination of the CCS in …
Transforming Europe's Cultural and Creative Landscape
E-bok, 2026
2006 kr
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This book offers a comprehensive analysis of the Cultural and Creative Sector (CCS) in Europe. It explores the current state of the field and outlines the essential requirements for transforming it into a leading economic sector both in Europe and globally. By a detailed examination of the CCS in …
E-Learning, E-Education, and Online Training
First International Conference, eLEOT 2014, Bethesda, MD, USA, September 18-20, 2014, Revised Selected Papers
Av Giovanni Vincenti, Alberto Bucciero m. fl.
Häftad, 2014
514 kr
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This book constitutes the thoroughly refereed post-conference proceedings of the First International Conference on E-Learning, E-Education, and Online Training (eLEOT 2014) held in Bethesda, MD, USA, in September 2014. The 22 revised full papers presented were carefully reviewed and selected from …
E-Learning, E-Education, and Online Training
First International Conference, eLEOT 2014, Bethesda, MD, USA, September 18-20, 2014, Revised Selected Papers
Av Carlos Vaz de Carvalho, Alberto Bucciero m. fl.
E-bok, 2014
614 kr
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This book constitutes the thoroughly refereed post-conference proceedings of the First International Conference on E-Learning, E-Education, and Online Training (eLEOT 2014) held in Bethesda, MD, USA, in September 2014. The 22 revised full papers presented were carefully reviewed and selected from …
E-Learning, E-Education, and Online Training
Second International Conference, eLEOT 2015, Novedrate, Italy, September 16-18, 2015, Revised Selected Papers
Av Giovanni Vincenti, Alberto Bucciero m. fl.
Häftad, 2016
514 kr
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This book constitutes the proceedings of the SecondInternational Conference on E-Learning, E-Education, and Online Training, eLEOT2015, held in Novedrate, Italy, in September 2015. The 26 revised full papers presented were carefully reviewedand selected from 52 submissions. They focus on e-learning …
E-Learning, E-Education, and Online Training
Second International Conference, eLEOT 2015, Novedrate, Italy, September 16-18, 2015, Revised Selected Papers
Av Carlos Vaz de Carvalho, Alberto Bucciero m. fl.
E-bok, 2016
570 kr
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This book constitutes the proceedings of the SecondInternational Conference on E-Learning, E-Education, and Online Training, eLEOT2015, held in Novedrate, Italy, in September 2015. The 26 revised full papers presented were carefully reviewedand selected from 52 submissions. They focus on e-learning …
Serious Games, Interaction, and Simulation
5th International Conference, SGAMES 2015, Novedrate, Italy, September 16-18, 2015, Revised Selected Papers
Av Carlos Vaz de Carvalho, Paula Escudeiro m. fl.
Häftad, 2016
430 kr
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This volume constitutes the proceedings of the5th International Conference on Serious Games, Interaction, andSimulation, held in Novedrate, Italy, in September 2015.The 16 revised full papers together with 2 keynote papers were carefully reviewed and selected for inclusion in this book. They focus …
Serious Games, Interaction, and Simulation
5th International Conference, SGAMES 2015, Novedrate, Italy, September 16-18, 2015, Revised Selected Papers
Av Antonio Coelho, Paula Escudeiro m. fl.
E-bok, 2016
465 kr
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This volume constitutes the proceedings of the5 th International Conference on Serious Games, Interaction, andSimulation, held in Novedrate, Italy, in September 2015. The 16 revised full papers together with 2 keynote papers were carefully reviewed and selected for inclusion in this book. They …
Serious Games, Interaction and Simulation
6th International Conference, SGAMES 2016, Porto, Portugal, June 16-17, 2016, Revised Selected Papers
Av Carlos Vaz de Carvalho, Paula Escudeiro m. fl.
Häftad, 2016
451 kr
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This book constitutes the thoroughly refereed post-conference proceedings of the 6th International Conference on Serious Games, Interaction and Simulation, SGAMES 2016, held in Porto, Portugal, in June 2016.The 19 revised full papers presented together with 2 keynote papers and an editorial …
Serious Games, Interaction and Simulation
6th International Conference, SGAMES 2016, Porto, Portugal, June 16-17, 2016, Revised Selected Papers
Av Antonio Coelho, Paula Escudeiro m. fl.
E-bok, 2016
496 kr
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This book constitutes the thoroughly refereed post-conference proceedings of the 6th International Conference on Serious Games, Interaction and Simulation, SGAMES 2016, held in Porto, Portugal, in June 2016. The 19 revised full papers presented together with 2 keynote papers and an editorial …
Technology Supported Active Learning
Student-Centered Approaches
Av Carlos Vaz de Carvalho, Merja Bauters
Inbunden, 2021
1697 kr
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This book promotes student-centered approaches to the learning process, allowing students to develop skills and competences that traditional, passive learning methods cannot foster. In turn, supporting active learning with digital technology tools creates new possibilities in terms of pedagogical …
Technology Supported Active Learning
Student-Centered Approaches
Av Merja Bauters, Carlos Vaz de Carvalho
E-bok, 2021
1679 kr
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This book promotes student-centered approaches to the learning process, allowing students to develop skills and competences that traditional, passive learning methods cannot foster. In turn, supporting active learning with digital technology tools creates new possibilities in terms of pedagogical …
Technology Supported Active Learning
Student-Centered Approaches
Av Carlos Vaz de Carvalho, Merja Bauters
Häftad, 2022
1275 kr
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This book promotes student-centered approaches to the learning process, allowing students to develop skills and competences that traditional, passive learning methods cannot foster. In turn, supporting active learning with digital technology tools creates new possibilities in terms of pedagogical …