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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 open access book investigates the effects of changes in leadership and managerial structures of Nordic universities resulting from reforms in the last decade. It builds on a rich, comparative dataset across a multiplicity of system-wide (macro) and organisational (meso and micro) dimensions, namely: reform or policy initiatives; drivers, aims, instruments and actors; structural changes wit…
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This bookoffers a coherent theoretical and multimodal perspective on research, teaching and learning in different non-formal, semi-formal, and formal learning environments. Drawing on examples across a range of different settings, the book provides a conceptual framework for research on learning in different environments. It provides conceptual models around learning design which act as a frame…
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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…
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This Open Access book presents the results of an interdisciplinary research program to utilize data from the multicohort German National Educational Panel Study (NEPS), which included over 100.000 participants in six nationally representative panel studies. Renowned researchers from the fields of sociology, psychology, educational science, economics, and survey methodology have used the (longit…
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Although many educational researchers were pioneers in the integration of technology into teaching and learning prior to 2000, institutions started extensively adopting technology in their courses around this period. However, the adoption process was slow and mainly followed the traditional mode of teaching in the formal university learning environment. The COVID-19 pandemic?s disruption ?force…
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Mobile learning has become one of the more influential aspects of the field of educational technology, given the ubiquity of modern mobile devices and proliferation of educational applications or ?apps?. Within this volume, there are a range of studies and reviews which cover a breadth of current topics in the field, namely user motivations for using mobile learning, issues in evaluation, as we…
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As we face a revolutionary move towards e-learning and away from traditional face-to-face training, today's human resource manager implementing technology-supported training needs a concise, practical handbook outlining the choices that have to be made and the implications of each approach. 'Towards a learning organisation' brings human resource managers up-to-date with the various applications…
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Games are a natural activity?we all know how to play. Perhaps this is the key feature that explains the increase in the use of game-based learning (GBL) strategies: Applying games to education converts education into a universal activity. Over the last ten years, the way in which education and training is delivered has considerably changed, not only due to a new technologic environment?plenty o…
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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…