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TelE-Learning
The Challenge for the Third Millennium
- Series -
- Computer Science (R0)
2013
EN
Many of the early issues in the field of telE-learning are now not only recognised but are being addressed, through professional and staff development routes, through innovative technological solutions, and through approaches and concepts that are better suited to particular educational contexts. TelE-LEARNING: The Challenge for the Third Millennium provides details of the most recent advances in this area.
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Computer Science and Educational Software Design
A Resource for Multidisciplinary Work in Technology Enhanced Learning
- Series -
- Computer Science (R0)
2011
EN
Developing educational software requires thinking, problematizing, representing, modeling, implementing and analyzing pedagogical objectives and issues, as well as conceptual models and software architectures. Computer scientists face the difficulty of understanding the particular issues and phenomena to be taken into account in educational software projects and of avoiding a naïve technocentered perspective. On the other hand, actors with backgrounds in human or social sciences face the d...
- Series -
- Engineering (R0)
2014
EN
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 present in this book includes future of serious games and immersive technologies and their impa...
Serious Games
Second Joint International Conference, JCSG 2016, Brisbane, QLD, Australia, September 26-27, 2016, Proceedings
2016
EN
This book constitutes the proceedings of the Second Joint International Conference on Serious Games, JCSG 2016, held in Brisbane, QLD, Australia, in September 2016. This conference bundles the activities of the International Conference on Serious Games Development and Applications, SGDA, and the Conference on Serious Games, GameDays.The total of 36 full papers and 5 short papers was carefully reviewed and selected from numerous submissions. The papers were organized in topical sect...
Serious Games, Interaction and Simulation
6th International Conference, SGAMES 2016, Porto, Portugal, June 16-17, 2016, Revised Selected Papers
2016
EN
This book constitutes the thoroughly refereed post-conference proceedings of the 6th International Conference on Serious Games, Interaction and Simulation, SGAMES 2016, held in Porto, Portugal, in June 2016.The 19 revised full papers presented together with 2 keynote papers and an editorial introduction were carefully reviewed and selected from all the submissions. The papers cover areas like cognition, psychology, technology-enhanced education, evaluation and assessment, multimedia...
Human-Computer Interaction - INTERACT 2017
16th IFIP TC 13 International Conference, Mumbai, India, September 25–29, 2017, Proceedings, Part I
2017
EN
The four-volume set LNCS 10513—10516 constitutes the proceedings of the 16th IFIP TC 13 International Conference on Human-Computer Interaction, INTERACT 2017, held in Mumbai, India, in September 2017.The total of 68 papers presented in these books was carefully reviewed and selected from 221 submissions. The contributions are organized in topical sections named:Part I: adaptive design and mobile applications; aging and disabilities; assistive technology for blind users; audie...
E-Learning, E-Education, and Online Training
First International Conference, eLEOT 2014, Bethesda, MD, USA, September 18-20, 2014, Revised Selected Papers
2014
EN
This book constitutes the thoroughly refereed post-conference proceedings of the First International Conference on E-Learning, E-Education, and Online Training (eLEOT 2014) held in Bethesda, MD, USA, in September 2014. The 22 revised full papers presented were carefully reviewed and selected from numerous submissions and focus topics such as web based tools, augmented reality, mobile learning, teaching frameworks and platforms, virtual learning environments.
Games and Learning Alliance
Third International Conference, GALA 2014, Bucharest, Romania, July 2-4, 2014, Revised Selected Papers
2015
EN
This book constitutes the refereed proceedings of the Third International Conference on Games and Learning Alliance, GALA 2014, held in Bucharest, Romania, in July 2014. The 15 revised papers presented were carefully reviewed and selected from 26 submissions. The papers presented cover a variety of aspects and knowledge fields. They are grouped into four sessions: pedagogy, technology, design, and applications.
Learning and Collaboration Technologies
Second International Conference, LCT 2015, Held as Part of HCI International 2015, Los Angeles, CA, USA, August 2-7, 2015, Proceedings
2015
EN
The LNCS volume 9192 constitutes the refereed proceedings of the Second International Conference on Learning and Collaboration Technologies, LCT 2015, held as part of the 17th International Conference on Human-Computer Interaction, HCII 2015, in Los Angeles, CA, USA in August 2015, jointly with 15 other thematically similar conferences. The total of 1462 papers and 246 posters presented at the HCII 2015 conferences were carefully reviewed and selected from 4843 submissions. These papers ad...
Digital Human Modeling. Applications in Health, Safety, Ergonomics, and Risk Management: Ergonomics and Design
8th International Conference, DHM 2017, Held as Part of HCI International 2017, Vancouver, BC, Canada, July 9-14, 2017, Proceedings, Part I
2017
EN
The two-volume set LNCS 10286 + 10287 constitutes the refereed proceedings of the 8th International Conference on Digital Human Modeling and Applications in Health, Safety, Ergonomics, and Risk Management, DHM 2017, held as part of HCI International 2017 in Vancouver, BC, Canada.HCII 2017 received a total of 4340 submissions, of which 1228 papers were accepted for publication after a careful reviewing process.The 75 papers presented in these volumes were organized in topical...
Ready
A Commodore 64 Retrospective
- Series -
- Engineering (R0)
2014
EN
How did the Commodore 64 conquer the hearts of millions and become a platform people still actively develop for even today? What made it so special?This book will appeal to both those who like tinkering with old technology as a hobby and nostalgic readers who simply want to enjoy a trip down memory lane. It discusses in a concise but rigorous format the different areas of home gaming and personal computing where the C64 managed to innovate and push forward existing boundaries....
- Series -
- Computer Science (R0)
2015
EN
This book presents perspectives for and by teachers, school and university administrators and educational researchers regarding the great impact pen and tablet technology can have on classrooms and education.presents three distinctly valuable threads of research:Emerging technologies and cutting-edge software invented by researchers and evaluated through real classroom deployments.First-hand perspectives of instructors and administrators who actively impleme...











