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These proceedings represent the work of contributors to the 14th European Conference on Games Based Learning (ECGBL 2020), hosted by The University of Brighton on 24-25 September 2020. The Conference Chair is Panagiotis Fotaris and the Programme Chairs are Dr Katie Piatt and Dr Cate Grundy, all from University of Brighton, UK.
These proceedings represent the work of contributors to the 24th European Conference on Knowledge Management (ECKM 2023), hosted by Iscte – Instituto Universitário de Lisboa, Portugal on 7-8 September 2023. The Conference Chair is Prof Florinda Matos, and the Programme Chair is Prof Álvaro Rosa, both from Iscte Business School, Iscte – Instituto Universitário de Lisboa, Portugal. ECKM is now a well-established event on the academic research calendar and now in its 24th year the key aim remains the opportunity for participants to share ideas and meet the people who hold them. The scope of papers will ensure an interesting two days. The subjects covered illustrate the wide range of topics that fall into this important and ever-growing area of research. The opening keynote presentation is given by Professor Leif Edvinsson, on the topic of Intellectual Capital as a Missed Value. The second day of the conference will open with an address by Professor Noboru Konno from Tama Graduate School and Keio University, Japan who will talk about Society 5.0, Knowledge and Conceptual Capability, and Professor Jay Liebowitz, who will talk about Digital Transformation for the University of the Future. With an initial submission of 350 abstracts, after the double blind, peer review process there are 184 Academic research papers, 11 PhD research papers, 1 Masters Research paper, 4 Non-Academic papers and 11 work-in-progress papers published in these Conference Proceedings. These papers represent research from Australia, Austria, Brazil, Bulgaria, Canada, Chile, China, Colombia, Cyprus, Czech Republic, Denmark, Finland, France, Germany, Greece, Hungary, India, Iran, Iraq, Ireland, Israel, Italy, Japan, Jordan, Kazakhstan, Kuwait, Latvia, Lithuania, Malaysia, México, Morocco, Netherlands, Norway, Palestine, Peru, Philippines, Poland, Portugal, Romania, South Africa, Spain, Sweden, Switzerland, Taiwan, Thailand, Tunisia, UK, United Arab Emirates and the USA.
Teachers, professors, and educational professionals have the opportunity to create new, challenging, significant, and interactive learning experiences for today’s students. Escape rooms are growing in popularity as they provide numerous benefits and opportunities for learning; however, the use of escape rooms in higher education is not always taken seriously. Learning With Escape Rooms in Higher Education Online Environments proves that it is possible to take escape rooms to higher education with great results for both teachers and students by presenting different escape room proposals that are explained in detail with the instructions and materials used so that any teacher could replicate it in their subject. Covering key topics such as online learning, student learning, and computer science, this reference work is ideal for principals, industry professionals, researchers, scholars, practitioners, academicians, instructors, and students.
This book presents the proceedings of the International Science and Technology Conference “FarEastCon 2021,” which took place on October 5–8, 2021, in Vladivostok, Russian Federation. The book discusses modern achievements and promising research in the sphere of intelligent technologies in solving real, applied problems in various fields of industry and economic policies of different countries. Featuring selected papers from the conference, this book is of interest to experts in various fields whose work involves developing innovative solutions and increasing the efficiency of economic activities.
Digital Technologies in Modeling and Management: Insights in Education and Industry explores the use of digital technologies in the modeling and control of complex systems in various fields, such as social networks, education, technical systems, and their protection and security. The book consists of two parts, with the first part focusing on modeling complex systems using digital technologies, while the second part deals with the digitalization of economic processes and their management. The book results from research conducted by leading universities' teaching staff and contains the results of many years of scientific experiments and theoretical conclusions. The book is for a wide range of readers, including the teaching staff of higher educational institutions, graduate students, students in computer science and modeling, and management technologies, including economics. It is also a valuable resource for IT professionals and business analysts interested in using digital technologies to model and control complex systems.
Recent evolutions, such as pervasive networking and other enabling technologies, have been increasingly changing human life, knowledge acquisition, and the way works are performed and students learn. In this societal change, educational institutions must maintain their leading role. They have therefore embraced digitally enhanced learning to provide increased flexibility and access for their students. The Handbook of Research on Redesigning Teaching, Learning, and Assessment in the Digital Era provides insights into the transformation of education in the digital era and responds to the needs of learners of any context and background through relevant studies that include sound pedagogical and content knowledge. Covering key topics such as hybrid learning, media, remote learning, and social media, this major reference work is ideal for administrators, policymakers, academicians, researchers, scholars, practitioners, librarians, instructors, and students.
This book requires an interdisciplinary understanding of creativity, ideal for the formation of a digital public culture. Educating students, young professionals and future engineers is to develop their capacity for creativity. Can creativity be learned? With this question, the relations of technology and art appear in a new light. Especially the notion of "progress" takes on a new meaning and must be distinguished from innovation. The discussion of particular educational approaches, the exploration of digital technologies and the presentation of best practice examples conclude the book. University teachers show how the teaching of creativity reinforces the teaching of other subjects, especially foreign languages.