Proceedings of the 17th European Conference on Game-Based Learning

Proceedings of the 17th European Conference on Game-Based Learning
Author: Ton Spil
Publisher: Academic Conferences and publishing limited
Total Pages: 950
Release: 2023-10-05
Genre: Education
ISBN: 1914587898

These proceedings represent the work of contributors to the 24th European Conference on Knowledge Management (ECKM 2023), hosted by Iscte – Instituto Universitário de Lisboa, Portugal on 7-8 September 2023. The Conference Chair is Prof Florinda Matos, and the Programme Chair is Prof Álvaro Rosa, both from Iscte Business School, Iscte – Instituto Universitário de Lisboa, Portugal. ECKM is now a well-established event on the academic research calendar and now in its 24th year the key aim remains the opportunity for participants to share ideas and meet the people who hold them. The scope of papers will ensure an interesting two days. The subjects covered illustrate the wide range of topics that fall into this important and ever-growing area of research. The opening keynote presentation is given by Professor Leif Edvinsson, on the topic of Intellectual Capital as a Missed Value. The second day of the conference will open with an address by Professor Noboru Konno from Tama Graduate School and Keio University, Japan who will talk about Society 5.0, Knowledge and Conceptual Capability, and Professor Jay Liebowitz, who will talk about Digital Transformation for the University of the Future. With an initial submission of 350 abstracts, after the double blind, peer review process there are 184 Academic research papers, 11 PhD research papers, 1 Masters Research paper, 4 Non-Academic papers and 11 work-in-progress papers published in these Conference Proceedings. These papers represent research from Australia, Austria, Brazil, Bulgaria, Canada, Chile, China, Colombia, Cyprus, Czech Republic, Denmark, Finland, France, Germany, Greece, Hungary, India, Iran, Iraq, Ireland, Israel, Italy, Japan, Jordan, Kazakhstan, Kuwait, Latvia, Lithuania, Malaysia, México, Morocco, Netherlands, Norway, Palestine, Peru, Philippines, Poland, Portugal, Romania, South Africa, Spain, Sweden, Switzerland, Taiwan, Thailand, Tunisia, UK, United Arab Emirates and the USA.

Proceedings of the 15th European Conference on Game Based Learning ECGBL 2021

Proceedings of the 15th European Conference on Game Based Learning ECGBL 2021
Author: Panagiotis Fotaris
Publisher: Acpil
Total Pages: 982
Release: 2021-09-23
Genre: Education
ISBN: 9781914587122

These proceedings represent the work of contributors to the 15th European Conference on Games Based Learning (ECGBL 2021), hosted by The University of Brighton on 23-24 September 2021. The Conference Chair is Dr Panagiotis Fotaris and the Programme Chairs are Dr Cate Grundy and Dr Marcus Winter, all from University of Brighton, UK. ECGBL is now a well-established event on the academic research calendar and now in its 15th year the key aim remains the opportunity for participants to share ideas and meet the people who hold them. The conference was due to be held at The University of Brighton, UK but due to the global Covid-19 pandemic it was moved online to be held as a virtual event. The scope of papers will ensure an interesting two days. The subjects covered illustrate the wide range of topics that fall into this important and ever-growing area of research. The opening keynote presentation is given by Pete Jenkins, CEO of Gamification+ Ltd, on the topic of Seven Steps to Gamification Success. The second day of the conference will open with an address by Diana Laurillard, Professor of Learning with Digital Technology at UCL Knowledge Lab, University College London, who will talk about A Constructionist approach to games for conceptual change. With an initial submission of 163 abstracts, after the double blind, peer review process there are 88 Academic research papers, 12 PhD research papers, 1 Masters Research papers and 10 work-in-progress papers published in these Conference Proceedings. These papers represent research from Australia, Austria, Belgium, Brazil, Canada, Croatia, Cyprus, Denmark, Finland, France, Germany, Greece, India, Indonesia, Ireland, Israel, Italy, Japan, Malaysia, Malta, Mexico, Netherlands, Norway, Portugal, Republic of China, Taiwan, Romania, Russia, Scotland, Slovakia, South Africa, Spain, Sweden, Switzerland, Taiwan, UK and USA

ArtsIT, Interactivity and Game Creation

ArtsIT, Interactivity and Game Creation
Author: Anthony L. Brooks
Publisher: Springer Nature
Total Pages: 642
Release: 2023-04-01
Genre: Technology & Engineering
ISBN: 3031289935

This book constitutes the refereed post-conference proceedings the 11th EAI International Conference on ArtsIT, Interactivity and Game Creation, ArtsIT 2022 which was held in Faro, Portugal, November 21-22, 2022. The 45 revised full papers presented were carefully selected from 118 submissions. The papers are thematically arranged in the following sections: Dialogues Between Geometry, Computer Graphics and the Visual Arts; Games and Gamification; Museums and the Virtual; Animation, AI, Books and Behavior; Fluency, Fashion, Emotion and Play; Movement, Film and Audio.

Virtual, Augmented and Mixed Reality: Design and Development

Virtual, Augmented and Mixed Reality: Design and Development
Author: Jessie Y. C. Chen
Publisher: Springer Nature
Total Pages: 537
Release: 2022-06-16
Genre: Computers
ISBN: 3031059395

This two-volume set LNCS 13317 and 13318 constitutes the thoroughly refereed proceedings of the 14th International Conference on Virtual, Augmented and Mixed Reality, VAMR 2022, held virtually as part of the 24rd HCI International Conference, HCII 2022, in June/July 2022.The total of 1276 papers and 241 posters included in the 39 HCII 2021 proceedings volumes was carefully reviewed and selected from 5222 submissions. The 56 papers included in this 2-volume set were organized in topical sections as follows: Developing VAMR Environments; Evaluating VAMR environments; Gesture-based, haptic and multimodal interaction in VAMR; Social, emotional, psychological and persuasive aspects in VAMR; VAMR in learning, education and culture; VAMR in aviation; Industrial applications of VAMR. The first volume focuses on topics related to developing and evaluating VAMR environments, gesture-based, haptic and multimodal interaction in VAMR, as well as social, emotional, psychological and persuasive aspects in VAMR, while the second focusses on topics related to VAMR in learning, education and culture, VAMR in aviation, and industrial applications of VAMR.

The Emergence of the Ethically-Engaged University

The Emergence of the Ethically-Engaged University
Author: Emiliano Bosio
Publisher: Springer Nature
Total Pages: 274
Release: 2023-10-12
Genre: Education
ISBN: 3031403126

This edited volume examines the role of the modern university as a public good institution ethically engaged in social transformation. Featuring contributions from internationally recognized scholars across both the Global North and South, this collection contexualizes issues in higher education such as community engagement, service learning, citizenship and civic responsibility both locally and globally (e.g., local, regional, national, and global engagement). Each chapter addresses the intangible, multifaceted dimensions of the relationships, community impact, and knowledge generation associated with community collaborations. In this way, the volume contributes towards the possibility of re-imagining the role of the modern university beyond a market-oriented, passive, and de-solidarized practices towards a more ethically engaged paradigm based on principles of mutuality, reciprocity and social responsibility.

Methodologies and Intelligent Systems for Technology Enhanced Learning, Workshops - 13th International Conference

Methodologies and Intelligent Systems for Technology Enhanced Learning, Workshops - 13th International Conference
Author: Zuzana Kubincová
Publisher: Springer Nature
Total Pages: 411
Release: 2023-08-28
Genre: Technology & Engineering
ISBN: 3031421345

This book includes the accepted papers of the four selected workshops which focus on integration of emerging technologies into education and training (ETELT), Interactive Environments and Emerging Technologies for eLearning (IEETeL), Technology Enhanced Learning in Nursing Education (Nursing), and Technology Enhanced Learning for Future Citizens (TEL4FC). Education is the cornerstone of any society; it serves as one of the foundations for many of its social values and characteristics. mis4TEL’23 promotes the interaction among the scientific community to discuss applications of Technology Enhanced Learning solutions targeting not only cognitive and social processes but also motivational, personality, or emotional factors. In addition, current trends concerning the use of artificial intelligence can help and augment learning opportunities for learners and educators. We would like to thank all the contributing authors, the members of the program committee, national associations (AEPIA, and APPIA), and the sponsors (AIR Institute, and Camara Municipal de Guimarães).

Games and Learning Alliance

Games and Learning Alliance
Author: Kristian Kiili
Publisher: Springer Nature
Total Pages: 356
Release: 2022-11-22
Genre: Computers
ISBN: 3031221249

This book constitutes the refereed proceedings of the 11th International Conference on Games and Learning Alliance, GALA 2022, held in Tampere, Finland, in November/December 2022. The 27 full papers and 9 short papers were carefully reviewed and selected from 61 submissions. The papers cover a broad spectrum of topics: Serious Games and Game Design; Serious Games for Instruction; Serious Game for Digital Literacy and Numeracy; Novel Approaches and Application Domains; Taxonomies and Evaluation Frameworks.

Humanizing Online Teaching and Learning in Higher Education

Humanizing Online Teaching and Learning in Higher Education
Author: Gray, Laura E.
Publisher: IGI Global
Total Pages: 365
Release: 2024-03-11
Genre: Education
ISBN:

The surge in enrollment for online courses is continually increasing. However, beneath the convenience lies a challenge that demands a resolution. Educators, administrators, and instructional designers must ensure that the human element is not lost in the virtual corridors of learning. Students with diverse backgrounds and learning needs require more than a simple virtual classroom. Research reveals a concerning trend: high attrition rates in online courses, often attributed to a lack of engagement and insufficient human interaction. To reverse this trend, deliberate measures must be taken to humanize the online learning environment. This book provides several solutions, offering an array of tools and strategies to promote engagement and infuse the human touch into online spaces. To confront this multi-layered challenge, it becomes paramount to undertake deliberate measures aimed at humanizing the online learning environment. Humanizing Online Teaching and Learning in Higher Education steps forward as a guide, offering an extensive array of tools and strategies meticulously crafted to foster student engagement and infuse the essential human touch into the digital educational landscape.