Koleksi Perpustakaan
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:…
Koleksi Perpustakaan
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.
Koleksi Perpustakaan
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…
Koleksi Perpustakaan
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…
Koleksi Perpustakaan
The book presents a collection of chapters that focus on the design, use, and evaluation of games and the application of gamification processes in serious learning scenarios. This is clearly the way of the future, as those technologies are currently being used to change the way we explore, learn, and share our knowledge with others. The field will evolve in the near future with the use of new d…
Koleksi Perpustakaan
This book examines how gamification is designed and implemented today, particularly within our transmedia world. This process requires balancing the narrative elements and the gamification mechanics used within the scenario that leads to the target objectives. Therefore, it is important to examine how exemplar case studies have been developed to learn from those implementations and advance this…
Koleksi Perpustakaan
Three decades into the ‘digital age’, the promises of emancipation of the digital ‘revolution’ in education are still unfulfilled. Furthermore, digitalization seems to generate new and unexpected challenges – for example, the unwarranted influence of digital monopolies, the radicalization of political communication, and the facilitation of mass surveillance, to name a few. This volume…