Margarida Romero - Böcker
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6 produkter
6 produkter
2 302 kr
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Del 13134 - Lecture Notes in Computer Science
Games and Learning Alliance
10th International Conference, GALA 2021, La Spezia, Italy, December 1–2, 2021, Proceedings
Häftad, Engelska, 2021
641 kr
Skickas inom 10-15 vardagar
This book constitutes the refereed proceedings of the 10th International Conference on Games and Learning Alliance, GALA 2021, held in La Spezia, Italy, in December 2021.The 21 full papers and 10 short papers were carefully reviewed and selected from 50 submissions. The papers cover a broad spectrum of topics: Serious Games Applications; Serious Game to Improve Literacy; Technology used for Serious Games; Serious Game Usage; Serious Games Design.Chapters “Cards and Roles: Co-designing Privacy Serious Games with an Online Role-Playing Boardgame" and “An Authoring Tool to Engage Younger Audiences in the Development of Nature Preservation Games: The G4N Toolkit to Game Design ” are available open access under a Creative Commons Attribution 4.0 International License via link.springer.com.
316 kr
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This open access book explores the synergy between AI and education, highlighting its potential impact on pedagogical practices. It navigates the evolving landscape of AI-powered educational technologies and suggests practical ways to personalise instruction, nurture human-AI co-creativity, and transform the learning experience. Spanning from primary to higher education, this short and engaging volume proposes concrete examples of how educational stakeholders can be empowered in their AI literacy to foster creativity, inspire critical thinking, and promote problem-solving by embracing AI as a tool for expansive learning.Structured in three parts, the book starts developing the creative engagement perspective for learning and teaching to then present practical applications of AI in K-12 and higher education, covering different fields (teacher education, professional education, business education) as well as different types of AI supported tools (games, chatbots, and AI assisted assessment). It also delves into the ethical considerations, policy implications, and the central role educators play in harnessing the power of an AI informed educational experience.
316 kr
Skickas inom 10-15 vardagar
This open access book explores the synergy between AI and education, highlighting its potential impact on pedagogical practices. It navigates the evolving landscape of AI-powered educational technologies and suggests practical ways to personalise instruction, nurture human-AI co-creativity, and transform the learning experience. Spanning from primary to higher education, this short and engaging volume proposes concrete examples of how educational stakeholders can be empowered in their AI literacy to foster creativity, inspire critical thinking, and promote problem-solving by embracing AI as a tool for expansive learning.Structured in three parts, the book starts developing the creative engagement perspective for learning and teaching to then present practical applications of AI in K-12 and higher education, covering different fields (teacher education, professional education, business education) as well as different types of AI supported tools (games, chatbots, and AI assisted assessment). It also delves into the ethical considerations, policy implications, and the central role educators play in harnessing the power of an AI informed educational experience.
Game-Based Learning Across the Lifespan
Cross-Generational and Age-Oriented Topics
Inbunden, Engelska, 2016
1 142 kr
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The book provides a systemic view of the state-of-the- art of Digital Game Based Learning (DGBL) across the lifespan, from age-specific game design requirements to technological devices that could overcome child and older adult difficulties in the use of DGBL technologies. Other topics include cross-generational digital game-based learning, workplace gaming, exergaming, serious games to tackle societal challenges,and implications of DGBL across the lifespan for game designers.In addition to the state-of-the-art methodologies provided for age-specific gamedesign, development, implementation and assessment, a significant portion of the book focuses on case studies where DGBL have been designed and implemented in every age groups and in cross-generational situations.
Game-Based Learning Across the Lifespan
Cross-Generational and Age-Oriented Topics
Häftad, Engelska, 2018
1 142 kr
Skickas inom 10-15 vardagar
The book provides a systemic view of the state-of-the- art of Digital Game Based Learning (DGBL) across the lifespan, from age-specific game design requirements to technological devices that could overcome child and older adult difficulties in the use of DGBL technologies.