E-Learning and Games for Training, Education, Health and Sports

E-Learning and Games for Training, Education, Health and Sports
Author: Stefan Göbel
Publisher: Springer
Total Pages: 207
Release: 2012-09-04
Genre: Computers
ISBN: 3642334660

This book constitutes the refereed proceedings of the 7th International Conference on E-Learning and Games, Edutainment 2012, held in conjunction with the 3rd International Conference on Serious Games for Training, Education, Health and Sports, GameDays 2012, held in Darmstadt, Germany, in September 2012. The 21 full papers presented were carefully reviewed and selected for inclusion in this book. They are organized in topical sections named: game-based training; game-based teaching and learning; emerging learning and gaming technologies; authoring tools and mechanisms; and serious games for health.

Games for Training, Education, Health and Sports

Games for Training, Education, Health and Sports
Author: Stefan Göbel
Publisher: Springer
Total Pages: 212
Release: 2014-03-27
Genre: Computers
ISBN: 3319059726

This book constitutes the refereed proceedings of the 4th International Conference on Serious Games for Training, Education, Health and Sports, Game Days 2014, held in Darmstadt, Germany, in April 2014. The 13 full papers presented together with 3 short papers, 2 keynotes, and 3 workshop papers were carefully reviewed and selected for inclusion in this book. The topics of the papers are settled in the fields of (game-based) training, teaching and learning, authoring tools, mobile gaming, health and rehabilitation, and citizen science. The papers address a broad scope of issues, including mechanisms and effects of (Serious) Games, adaptation and personalisation, local, mobile, and internet learning and education applications, game, reuse and evaluation, game settings, types of learners, problem solving etc.

Human-Computer Interaction

Human-Computer Interaction
Author: Vanessa Agredo-Delgado
Publisher: Springer
Total Pages: 270
Release: 2018-12-08
Genre: Computers
ISBN: 3030052702

This book constitutes the thoroughly refereed proceedings of the 4th Iberoamerican Workshop on Human-Computer Interaction, HCI-Collab 2018, held in Popayán, Colombia, in April 2018. The 18 full papers presented in this volume were carefully reviewed and selected from 83 submissions. The papers are dealing with topics such as emotional interfaces, HCI and videogames, computational thinking, collaborative systems, software engineering and ICT in education.

Research on E-Learning and ICT in Education

Research on E-Learning and ICT in Education
Author: Tharrenos Bratitsis
Publisher: Springer Nature
Total Pages: 294
Release: 2023-06-30
Genre: Education
ISBN: 3031342917

This book is comprised of research-based chapters developed from selected full papers presented at the Pan-Hellenic and International Conference “ICT in Education”. It includes covering technical, pedagogical, organizational, instructional, as well as policy aspects of ICT in Education and e-Learning. Special emphasis is given to applied research relevant to the educational practice guided by the educational realities in schools, colleges, universities and informal learning organizations. Further, the book encompasses current trends, perspectives, and approaches determining e-Learning and ICT integration in practice, including learning and teaching, curriculum and instructional design, learning media and environments, teacher education and professional development. Since 2012, Springer has published a volume entitled “Research on e-Learning and ICT in Education: Technological, Pedagogical and Instructional Issues” at the conclusion of every conference. These volumes are based on research work originally presented in the conference series mentioned above, but the call for chapters is open and disseminated to the international community attracting also international contributions. Furthermore, as the editors are also involved in EU funded international research projects in the area of educational technology, we strongly focus on attracting submissions demonstrating the current state-of-the-art and most recent research outcomes of such projects.

Proceedings of the 12th International Symposium on Computer Science in Sport (IACSS 2019)

Proceedings of the 12th International Symposium on Computer Science in Sport (IACSS 2019)
Author: Martin Lames
Publisher: Springer Nature
Total Pages: 229
Release: 2019-11-13
Genre: Technology & Engineering
ISBN: 3030350487

This book provides an overview of current activities in the fascinating area between computer science and sports, presenting the state of the art in utilising the latest developments in computer science to support sports coaches and athletes. It covers a broad range of topics reflecting the diversity of this interdisciplinary field, including concepts in informatics like expert systems, modelling, simulation, machine learning, robotics, and sensor integration. Further, it describes applications of computer science in sports, such as alpine skiing, badminton, football, rowing, and table tennis, as well as interesting applications areas of sport like dementia, physiology, training, and space flights. The appeals to informaticians interested in the application field of sports as well as for sports scientists and practitioners looking for advanced methods in their particular sport.

ECGBL2015-9th European Conference on Games Based Learning

ECGBL2015-9th European Conference on Games Based Learning
Author: Robin Munkvold and Line Kolås
Publisher: Academic Conferences and publishing limited
Total Pages: 825
Release: 2015-09-18
Genre: Computers
ISBN: 1910810584

These proceedings represent the work of researchers participating in the 9th European Conference on Games-Based Learning, which is being hosted this year by Nord-Trondelag University College, Steinkjer, Norway, on the 8-9 October 2015. The Conference has become a key platform for individuals to present their research findings, display their work in progress and discuss conceptual advances in many different areas and specialties within Games-Based Learning. It also offers the opportunity for like-minded individuals to meet, discuss and share knowledge. ECGBL continues to evolve and develop, and the wide range of papers and topics will ensure an interesting two-day conference. In addition to the main streams of the conference, there are mini tracks focusing on the areas of the design of multiplayer/collaborative serious games, applied Games and gamification, the teacher's role in game-based learning, games for STEM (Science, Technology, Engineering, Mathematics) learning, assessment of digital game-based learning and pervasive and ubiquitous gaming for learning. In addition to the presentations of research we are delighted to host the third year of the Serious Game competition, which provides an opportunity for educational game designers and creators to participate in the conference and demonstrate their game design and development skills in an international competition. This competition is again sponsored by SEGAN - Serious Games Network. With an initial submission of more than 60 games, 28 finalists will present their games at the conference. Prizes will be awarded to the games judged to demonstrate the best quality and originality of game play itself and the positioning and articulation of the game's contribution to the educational domain. With an initial submission of 190 abstracts, after the double blind peer review process, there are 75 research papers, 15 PhD research papers, 4 Non Academic papers and 8 work-in-progress papers published in these Conference Proceedings. These papers represent research from more than 40 countries, including Australia, Austria, Belgium, Brazil, Bulgaria, Canada, Czech Republic, Denmark, Finland, France, Germany, Greece, Hungary, Ireland, Israel, Italy, Japan, Malaysia, Norway, Portugal, Russia, Saudi Arabia, Slovakia, Slovenia, South Africa, Spain, Sweden, Switzerland, Taiwan/ROC, The Netherlands, The Netherlands, United Arab Emirates, UK and USA

Human-Computer Interaction

Human-Computer Interaction
Author: Constantine Stephanidis
Publisher: CRC Press
Total Pages: 2935
Release: 2024-09-28
Genre: Computers
ISBN: 1040318606

The pervasive influence of technology continuously shapes our daily lives. From smartphones to smart homes, technology is revolutionizing the way we live, work and interact with each other. Human-computer interaction (HCI) is a multidisciplinary research field focusing on the study of people interacting with information technology and plays a critical role in the development of computing systems that work well for the people using them, ensuring the seamless integration of interactive systems into our technologically driven lifestyles. The book series contains six volumes providing extensive coverage of the field, wherein each one addresses different theoretical and practical aspects of the HCI discipline. Readers will discover a wealth of information encompassing the foundational elements, state-of-the-art review in established and emerging domains, analysis of contemporary advancements brought about by the evolution of interactive technologies and artificial intelligence, as well as the emergence of diverse societal needs and application domains. These books: · Showcase the pivotal role of HCI in designing interactive applications across a diverse array of domains. · Explore the dynamic relationship between humans and intelligent environments, with a specific emphasis on the role of Artificial Intelligence (AI) and the Internet of Things (IoT). · Provide an extensive exploration of interaction design by examining a wide range of technologies, interaction techniques, styles and devices. · Discuss user experience methods and tools for the design of user-friendly products and services. · Bridge the gap between software engineering and human-computer interaction practices for usability, inclusion and sustainability. These volumes are an essential read for individuals interested in human-computer interaction research and applications.

Human-Computer Interaction in Various Application Domains

Human-Computer Interaction in Various Application Domains
Author: Constantine Stephanidis
Publisher: CRC Press
Total Pages: 526
Release: 2024-08-23
Genre: Computers
ISBN: 1040087825

Human-Computer Interaction (HCI) is a multidisciplinary research and applied field targeted to studying people interacting with information technology and designing usable and efficient systems for them. This book outlines the state‐of‐the‐art of HCI research in the respective domain such as health, games, transportation, industry, and entertainment. This book Bridges the gap between theory and practice by presenting how to apply HCI methods and tools in specific domains. Offers concrete examples of HCI use in real-world situations. Presents case-specific best practices, tips, and tricks. Includes chapters that are well-studied and purposefully selected, representing important theoretical, practical, and research areas in HCI. Includes domains ranging from the roots and the classic approaches of human-computer interaction to contemporary advancements. This book is a fascinating read for individuals interested in Human-Computer Interaction research and applications.

Handbook of Game-Based Learning

Handbook of Game-Based Learning
Author: Jan L. Plass
Publisher: MIT Press
Total Pages: 601
Release: 2020-02-04
Genre: Education
ISBN: 0262043386

A comprehensive introduction to the latest research and theory on learning and instruction with computer games. This book offers a comprehensive introduction to the latest research on learning and instruction with computer games. Unlike other books on the topic, which emphasize game development or best practices, Handbook of Game-Based Learning is based on empirical findings and grounded in psychological and learning sciences theory. The contributors, all leading researchers in the field, offer a range of perspectives, including cognitive, motivational, affective, and sociocultural. They explore research on whether (and how) computer games can help students learn educational content and academic skills; which game features (including feedback, incentives, adaptivity, narrative theme, and game mechanics) can improve the instructional effectiveness of these games; and applications, including games for learning in STEM disciplines, for training cognitive skills, for workforce learning, and for assessment. The Handbook offers an indispensable reference both for readers with practical interests in designing or selecting effective game-based learning environments and for scholars who conduct or evaluate research in the field. It can also be used in courses related to play, cognition, motivation, affect, instruction, and technology. Contributors Roger Azevedo, Ryan S. Baker, Daphne Bavelier, Amanda E. Bradbury, Ruth C. Clark, Michele D. Dickey, Hamadi Henderson, Bruce D. Homer, Fengfeng Ke, Younsu Kim, Charles E. Kinzer, Eric Klopfer, James C. Lester, Kristina Loderer, Richard E. Mayer, Bradford W. Mott, Nicholas V. Mudrick, Brian Nelson, Frank Nguyen, V. Elizabeth Owen, Shashank Pawar, Reinhard Pekrun, Jan L. Plass, Charles Raffale, Jonathon Reinhardt, C. Scott Rigby, Jonathan P. Rowe, Richard M. Ryan, Ruth N. Schwartz, Quinnipiac Valerie J. Shute, Randall D. Spain, Constance Steinkuehler, Frankie Tam, Michelle Taub, Meredith Thompson, Steven L. Thorne, A. M. Tsaasan