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  • Social Media, Technology, and New Generations

    Digital Millennial Generation and Generation Z

    This book builds on existing conversations surrounding millennials and media use by examining Generation Z’s engagement with new media technologies and comparing it to that of millennials. Ahmet Atay and Mary Z. Ashlock have assembled this edited volume in which contributors focus on three interrelated areas: how millennials and Gen Z use new media technologies and platforms in different contexts; ... Leer más

    $33.19 USD

  • Normative Tensions

    Academic Freedom in International Education

    Series series Expansion and Internationalization of Higher Education in Asia, North Africa, and the Middle East
    The expansion of Western education overseas has been both an economic success, if the numbers of American, European, and Australian universities setting up campuses in Asia and the Middle East is a measure -- and a source of consternation for academics concerned with norms of free inquiry and intellectual freedom. Faculty at Western campuses have resisted the new satellite campuses, fearing that ... Leer más

    $89.09 USD

  • Cases on Immersive Virtual Reality Techniques

    Edición de Kenneth C.C. Yang ...
    As virtual reality approaches mainstream consumer use, new research and innovations in the field have impacted how we view and can use this technology across a wide range of industries. Advancements in this technology have led to recent breakthroughs in sound, perception, and visual processing that take virtual reality to new dimensions. As such, research is needed to support the adoption of these ... Leer más

    $184.49 USD

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  • Games User Research

    Games live and die commercially on the player experience. Games User Research is collectively the way we optimise the quality of the user experience (UX) in games, working with all aspects of a game from the mechanics and interface, visuals and art, interaction and progression, making sure every element works in concert and supports the game UX. This means that Games User Research is essential and ... Leer más

    $44.99 USD

  • Learning in Virtual Worlds

    Research and Applications

    Series series Issues in Distance Education
    Three-dimensional (3D) immersive virtual worlds have been touted as being capable of facilitating highly interactive, engaging, multimodal learning experiences. Much of the evidence gathered to support these claims has been anecdotal but the potential that these environments hold to solve traditional problems in online and technology-mediated education—primarily learner isolation and student ... Leer más

    $28.79 USD

  • Reshaping Learning

    Frontiers of Learning Technology in a Global Context

    Series series Education (R0)
    This edited volume with selected papers from extinguished experts and professors in the field of learning technology and the related fields who are far-sighted and have his/her own innovative thoughts on the development of learning technology. This book will addresses the main issues concerned with the trend and future development of learning processes, innovative pedagogies changes, effects of ... Leer más

    $89.09 USD

  • Assessment in Game-Based Learning

    Foundations, Innovations, and Perspectives

    Series series Education (R0)
    The capabilities and possibilities of emerging game-based learning technologies bring about a new perspective of learning and instruction. This, in turn, necessitates alternative ways to assess the kinds of learning that is taking place in the virtual worlds or informal settings. accordingly, aligning learning and assessment is the core for creating a favorable and effective learning environment. ... Leer más

    $89.09 USD

  • Emerging Tools and Applications of Virtual Reality in Education

    Virtual reality is the next frontier of communication. As technology exponentially evolves, so do the ways in which humans interact and depend upon it. It only follows that to educate and stimulate the next generation of industry leaders, one must use the most innovative tools available. By coupling education with the most immersive technology available, teachers may inspire students in exciting ... Leer más

    $152.99 USD

    PEDIDO ANTICIPADO

  • Optimizing Human-Computer Interaction With Emerging Technologies

    Edición de Francisco Cipolla-Ficarra ...
    The ways in which humans communicate with one another is constantly evolving. Technology plays a large role in this evolution via new methods and avenues of social and business interaction. Optimizing Human-Computer Interaction With Emerging Technologies is a primary reference source featuring the latest scholarly perspectives on technological breakthroughs in user operation and the processes of ... Leer más

    $296.99 USD

  • Trends and Applications of Serious Gaming and Social Media

    Edición de Youngkyun Baek, Ryan Ko, Tim Marsh ...
    Series series Engineering (R0)
    This book highlights the challenges and potential of educational learning or industry-based training using serious games and social media platforms. In particular, the book addresses applications used in businesses and education-related organizations in Asia, where the framework and experience of serious games have been used to address specific problems in the real world. The topics that will be ... Leer más

    $89.09 USD

  • Teaching through Multi-User Virtual Environments: Applying Dynamic Elements to the Modern Classroom

    Edición de Giovanni Vincenti, James Braman ...
    In the last few years, educators have become familiar with the concept of online education through the use of tools such as “Blackboard,” “WebCT,” and other online course delivery systems. Teaching through Multi-User Virtual Environments: Applying Dynamic Elements to the Modern Classroom highlights the work of educators daring enough to teach in these new frontiers of education. This timely ... Leer más

    $152.99 USD

  • Immersive Learning Research Network

    Second International Conference, iLRN 2016 Santa Barbara, CA, USA, June 27 – July 1, 2016 Proceedings

    Series series Springer Nature Proceedings Computer Science
    This book constitutes the refereed proceedings of the Second International Conference of the Immersive Learning Network, iLRN 2016, held in Santa Barbara, CA, USA, in June/July 2016.The proceedings contain 9 full papers carefully reviewed and selected from 45 submissions and the best 5 special track papers. The papers focus on various applications of immersive technologies to learning. ... Leer más

    $49.49 USD