Koleksi Perpustakaan
The Covid-19 pandemic is having an undeniable impact on all the statements of society. Regarding teaching and learning activities, most educational institutions suspended in-person instruction and moved to remote learning during the lockdown of March and April 2020. Although nowadays many countries have progressively re-opened their educational systems, blended learning is a common practice aim…
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The focus of this book is original research regarding the implementation of problem-based learning and pedagogies of play as active approaches to foster self-directed learning. With the Fourth Industrial Revolution (4IR) in mind, educational institutions need to rethink teaching and learning for the future. As such, active engagement can be encouraged, as evident in this book, where problem-bas…
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Learning by reflection is one of the core processes for improving work performance. We provide a novel approach for reflective learning support by transferring and adapting practices from the Quantified Self to workplace settings. This book contributes with an integrated model for technical support of reflective learning, mobile and web-based applications designed for quantifying and gathering …
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A myriad of technological options can be used to support digital game-based learning. One popular technology in this context is the mobile device, considering its high penetration rate in our societies, even among young people. These can be combined with other technologies, such as Augmented Reality (AR) or Virtual Reality (VR), to increase students? motivation and engagement in learning proces…
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Within the rapidly expanding field of educational technology, learners and educators must confront a seemingly overwhelming selection of tools designed to deliver and facilitate both online and blended learning. Many of these tools assume that learning is configured and delivered in closed contexts, through learning management systems (LMS). However, while traditional "classroom" learning is by…
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This volume collects a series of theoretical and practical interventions in the area of blended learning globally. It aims to present pedagogues working in higher education contexts in the developing world with models of successful blended learning initiatives designed and implemented by committed educators working with student bodies characterised by unequal access to technology and connectivi…
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This book focuses on all the technologies involved in improving the teaching and learning process of some of the sensor-based IoT topics, such as virtual sensors, simulated data acquisition, virtual and remote labs for IoT sensing, gamification experiences and innovative teaching materials, among others. In particular, the articles inside the book show excellent works about hot topics, such as:…
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This reprint addresses the relationship between education and sustainability from various perspectives. The main issues discussed in the 12 collected papers are concerned with (1) the quality of education, (2) SDG policy and implementation, (3) education and societal development, (4) students? learning, and (5) global experience.
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Blended learning is not a new topic for educational research in Higher Education (HE). However, before the first wave of the Covid-19 pandemic, blended learning was studied by a "niche" of researchers and educators interested in technology integration in teaching and learning. It was not difficult to meet HE professionals who had never or only poorly reflected on the topic of how to integrate d…
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The use of educational games and gamification in teaching has been a global trend in educational research, and this reprint focuses on research related to the use of game-based learning or gamification in teaching. This reprint contains empirical studies and systematic reviews regarding the use of games in teaching, spanning many subject areas. It includes various gamification mechanisms, escap…