The core message of this book is: computer games best realise affective interaction. This book brings together contributions from specialists in affective computing, game studies, game artificial intelligence, user experience research, sensor technology, multi-modal interfaces and psychology that will advance the state-of-the-art in player experience research; affect modelling, induction, and s…
The book presents a critical evaluation of current approaches related to the use of digital games in education. The author identifies two competing paradigms: that of games-to-teach and games-to-learn. Arguing in favor of the latter, the author advances the case for approaching game-based learning through the theoretical lens of performance, rooted in play and dialog, to unlock the power of dig…
Der Open-Access-Band adressiert die Herausforderungen und Chancen der Digitalisierung für Studierende und Lehrende sowie für Support-Strukturen und Leitungen von Hochschulen in Deutschland. Thematische Schwerpunkte bilden die Entwicklung und Umsetzung von Hochschulstrategien im Kontext von regionalen, nationalen und internationalen Netzwerken sowie die Förderung von Schlüsselkompetenzen dur…
This book shares insights into the various ways technology can be used for educational purposes, utilizing an approach suitable for both novice and advanced practitioners in this niche area. It features selected papers presented at the International Conference on e-Learning 2015 (ICeL 2015), where professionals discussed how technology can not only serve as a tool in the classroom, but as the c…
Intended to promote the innovative use of technology in education and promote educational advances all over the world, this volume brings together 16 best-practice cases on technology-enhanced educational innovations. Experts from Turkey, Tunisia, Cyprus, Italy, Malaysia, China, India and Finland have contributed to these cases, highlighting the current state-of-the-art in the use of technology…
This book aims to capture the current innovation and emerging trends of digital technologies for learning and education in k-12 sector through a number of invited chapters in key research areas. Emerging Patterns of innovative instruction in different context, Learning design for digital natives, Digital learning resources for personalized learning in both formal and informal educational settin…
This book presents a peer reviewed selection of extended versions of ten original papers that were presented at the 15th International Symposium on Computers in Education (SIIE 2013) held in Viseu, Portugal. The book provide a representative view of current Information and Communications Technology (ICT) educational research approaches in the Ibero-American context as well as internationally. I…
This volume highlights key aspects of new media, knowledge practices and multiliteracies in communication and education, providing readers with a range of empirical findings, novel theories and applications. The reports also include best practices, case studies, innovative solutions and lessons learned with regard to three core fields: (1) New media: discussions on the effects of traditional an…
This volume brings together conceptualizations and empirical studies that explore the socio-cultural dimension of new media and its implications on learning in the 21st century classroom. The authors articulate their vision of new-media-enhanced learning at a global level. The high-level concept is then re-examined for different degrees of contextualization and localization, for example how a s…
This book contributes to both mathematical problem solving and the communication of mathematics by students, and the role of personal and home technologies in learning beyond school. It does this by reporting on major results and implications of the Problem@Web project that investigated youngsters’ mathematical problem solving and, in particular, their use of digital technologies in tackling,…