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Titlebook: Radical Solutions and eLearning; Practical Innovation Daniel Burgos Book 2020 Springer Nature Singapore Pte Ltd. 2020 Educational Technolog

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發(fā)表于 2025-3-21 17:29:09 | 只看該作者 |倒序?yàn)g覽 |閱讀模式
書目名稱Radical Solutions and eLearning
副標(biāo)題Practical Innovation
編輯Daniel Burgos
視頻videohttp://file.papertrans.cn/821/820565/820565.mp4
概述Presents a comprehensive compendium of breakthroughs, both current and imminent, to improve higher education.Provides pioneering ideas from the leading experts in their fields.Offers real-world exampl
叢書名稱Lecture Notes in Educational Technology
圖書封面Titlebook: Radical Solutions and eLearning; Practical Innovation Daniel Burgos Book 2020 Springer Nature Singapore Pte Ltd. 2020 Educational Technolog
描述.Educational Technology is the right couple to a radical innovation. Thanks to the appropriate technology in the right context with the best fit to the target audience, education can be drastically improved, meaning a better performance, competence achievement, match with the user’s expectations and with the market needs. Serious games, Virtual reality, Augmented reality, Remote labs, Online learning, Blockchain, Mobile learning and many other key technologies allow for a better explanation of so many subjects, and even more: for a complete student involvement and a full teacher engagement into the educational system. Technology gives another angle to the same content, provides the user with a personalised experience and pushes the limits of knowledge a little further, every time. This book presents a number of radical innovations through technology, from experienced cases studies, to be replicated and inspired by; a powerful resource handbook for cutting-edge education..
出版日期Book 2020
關(guān)鍵詞Educational Technology; eLearning; Blended Learning; Personalised Learning Itineraries; Virtual Classroo
版次1
doihttps://doi.org/10.1007/978-981-15-4952-6
isbn_softcover978-981-15-4954-0
isbn_ebook978-981-15-4952-6Series ISSN 2196-4963 Series E-ISSN 2196-4971
issn_series 2196-4963
copyrightSpringer Nature Singapore Pte Ltd. 2020
The information of publication is updating

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Digital Transformation in Higher Education Institutions: Between Myth and Reality,on of information and economies, leads to a transformation aimed at achieving greater organizational efficiency and leveraging available digital resources in order to shift organizational cultures towards incorporating and taking advantage of digital instruments and tools. Digital transformation is
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The Evolution of Educational Game Designs From Computers to Mobile Devices: A Comprehensive Review,have started gaining an increasing attention from researchers and practitioners. This paper investigates the impact of mobile technologies on designing and delivering educational mobile games. In particular, it investigates the evolution of educational games design from being used on computers to be
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發(fā)表于 2025-3-22 17:47:29 | 只看該作者
Games and Gamification in the Classroom, group of students and obtain a more efficient learning. This is how the Serious Games and the Gamification arise. The first ones are interactive software specially designed to favor the acquisition of knowledge and skills or behavior changes, in an environment similar to videogames. The second one
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發(fā)表于 2025-3-23 00:46:00 | 只看該作者
Self-directed Multimodal Learning to Support Demiurgic Access, to act as content creators within higher education. This critical literature review shows how self-directed learning and multimodality provide affordances towards extending formal and epistemological access in order for students to take charge of their own learning and play a prominent role in gene
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Enhancing Practical Work in Physics Using Virtual Javascript Simulation and LMS Platform,ential role in scientific and technical education. Currently, Information and Communications Technology (ICT) facilitates the development of new learning processes, particularly for university instruction. The use of these tools as part of the laboratories that are included in many of the offered co
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Computational Thinking in Primary School Through Block-Based Programming,sory education is on the way, and there is an urgent need to define how it can be integrated into the class activities. This chapter discusses several advantages and some drawbacks of the use of a visual block based programming environment to foster computational thinking skills in primary schools.
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