"This book explores new models of interaction and human-computer interaction paradigms as applied to learning environments"--Provided by publisher.
In this regard, the field of Game Analytics and, more so, Serious Games Analytics provide suitable solutions. Game Analytics While Learning Analytics focuses on learning-relevantinformation, Game Analytics, as the termimplies, ...
Up to date with current trends and the changing learning needs of today’s students, this text offers friendly guidance, and is unique in its focus on post-school education and its pragmatic view of the use of computer games with adults.
Theoretical and Practical Perspectives Zemliansky, Pavel, Wilcox, Diane. knowledge under different circumstances and scenarios, CFT proposes a network or landscape where the learnercanexplore conceptual complexity of the domainin many ...
The audience for this book will be researchers working in the Serious Games arena along with distance education instructors and administrators and students on the cutting edge of assessment in computer generated environments.
Technology opensethical dilemmasby making possible what had nothitherto been possible. ... Technology is another word for the forces of production. ... The timetables and rail movements were his immediate technology.
Pedagogical sustainability of interoperable formal and informal learning environments. In F. Lazarinis, S. Green, & E. Pearson (Eds.), Developing and utilizing e-learning applications. IGI-Publisher. doi:10.4018/978-1-61692-791-2.ch001 ...
This collection intends to fill a long overdue research gap on the praxeological aspects of the relationships between disabilities, accessibility, and digital gaming.
This book presents the proceedings of the 13th European Conference on the Advancement of Assistive Technology (AAATE 2015), held in Budapest, Hungary in September 2015.
... abuse within intimate relationships " . In The Routledge International Handbook of Domestic Violence and Abuse , edited by J ...
... Usability of Educational Games for Disabled students. In: Gonzalez, C. (ed.) Student Usability in Educational Software and Games: Improving Experiences, pp. 1–40. IGI Global, Hershey (2012) 5. Oliver, M.: An Introduction to the ...