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This book focuses on the design and architecture of ubiquitous learning environments, associated technologies, various learning scenarios supported by these environments, and different contexts that arise in environments where the seamless immersion of formal and informal activities and interactions has the potential to contribute to the learning process. With particular focus on adaptivity for individual learners, the book explores the diminishing boundaries of formal and informal learning, and the potential of location-aware context-sensitive approaches that are emerging as successors to the Web 2.0 paradigm.
These proceedings represent the work of researchers participating in the 9th European Conference on Games-Based Learning, which is being hosted this year by Nord-Trondelag University College, Steinkjer, Norway, on the 8-9 October 2015. The Conference has become a key platform for individuals to present their research findings, display their work in progress and discuss conceptual advances in many different areas and specialties within Games-Based Learning. It also offers the opportunity for like-minded individuals to meet, discuss and share knowledge. ECGBL continues to evolve and develop, and the wide range of papers and topics will ensure an interesting two-day conference. In addition to the main streams of the conference, there are mini tracks focusing on the areas of the design of multiplayer/collaborative serious games, applied Games and gamification, the teacher's role in game-based learning, games for STEM (Science, Technology, Engineering, Mathematics) learning, assessment of digital game-based learning and pervasive and ubiquitous gaming for learning. In addition to the presentations of research we are delighted to host the third year of the Serious Game competition, which provides an opportunity for educational game designers and creators to participate in the conference and demonstrate their game design and development skills in an international competition. This competition is again sponsored by SEGAN - Serious Games Network. With an initial submission of more than 60 games, 28 finalists will present their games at the conference. Prizes will be awarded to the games judged to demonstrate the best quality and originality of game play itself and the positioning and articulation of the game's contribution to the educational domain. With an initial submission of 190 abstracts, after the double blind peer review process, there are 75 research papers, 15 PhD research papers, 4 Non Academic papers and 8 work-in-progress papers published in these Conference Proceedings. These papers represent research from more than 40 countries, including Australia, Austria, Belgium, Brazil, Bulgaria, Canada, Czech Republic, Denmark, Finland, France, Germany, Greece, Hungary, Ireland, Israel, Italy, Japan, Malaysia, Norway, Portugal, Russia, Saudi Arabia, Slovakia, Slovenia, South Africa, Spain, Sweden, Switzerland, Taiwan/ROC, The Netherlands, The Netherlands, United Arab Emirates, UK and USA
"This 10-volume compilation of authoritative, research-based articles contributed by thousands of researchers and experts from all over the world emphasized modern issues and the presentation of potential opportunities, prospective solutions, and future directions in the field of information science and technology"--Provided by publisher.
"Games are increasingly becoming the focus for research due to their cultural and economic impact on modern society. However, there are many different types of approaches and methods than can be applied to understanding games or those that play games. This book provides an introduction to various game research methods that are useful to students in all levels of higher education covering both quantitative, qualitative and mixed methods. In addition, approaches using game development for research is described. Each method is described in its own chapter by a researcher with practical experience of applying the method to topic of games. Through this, the book provides an overview of research methods that enable us to better our understanding on games."--Provided by publisher.
The 15th Multidisciplinary Academic Conference in Prague 2019, Czech Republic (The 15th MAC in Prague 2019)
"This book explains how digital environments can easily become familiar and beneficial for educational and professional development, with the implementation of games into various aspects of our environment"--Provided by publisher.
This book constitutes the refereed proceedings of the Second International Conference on Technologies and Innovation, CITI 2016, held in Guayaquil, Ecuador, in November 2016. The 21 revised full papers presented were carefully reviewed and selected from 65 submissions. The papers are organized in topical sections on knowledge representation and natural language processing; Cloud and mobile computing; software engineering; expert systems and soft computing.