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We are entering into the next great world technological revolution. The metaverse is a virtual world that replicates reality, seeking to expand social connections. In the very near future, the boundaries between the physical and the virtual will slowly dissolve. In the metaverse, we will be able to go to work, attend concerts, meet friends, study and do practically everything else we currently do in the physical world. This book explores concepts, reflections, examples of use, platforms, applications, devices, new marketing techniques, pedagogical activities and many other contents related to this new virtual world, seeking to introduce education professionals to a subject that, despite still being so controversial, is extremely important for our understanding of the future.
"Neither an academic tome nor a prescriptive 'how to' guide, The Theory and Practice of Online Learning is an illuminating collection of essays by practitioners and scholars active in the complex field of distance education. Distance education has evolved significantly in its 150 years of existence. For most of this time, it was an individual pursuit defined by infrequent postal communication. But recently, three more developmental generations have emerged, supported by television and radio, teleconferencing, and computer conferencing. The early 21st century has produced a fifth generation, based on autonomous agents and intelligent, database-assisted learning, that has been referred to as Web 2.0. The second edition of "The Theory and Practice of Online Learning" features updates in each chapter, plus four new chapters on current distance education issues such as connectivism and social software innovations."--BOOK JACKET.
What will the worker, workplace and work itself look like in the future? Work 3.0 tackles this and some of the other most pressing and complex questions of the present age, head-on. Avik Chanda and Siddhartha Bandyopadhyay employ rigorous research supplemented with industry reports, business case studies, expert interviews, anecdotes, their personal expertise and insights, to present a rich multi-disciplinary brew that spans economics, statistics, public policy, history, sociology, psychology, law, political science, literature and philosophy. Highly ambitious in scope, astonishingly rich in analytical detail and far-reaching in its conclusions, the book will change the way you think about the future and how the past and present still shape it. Conceived as the ultimate future of work preparation guide, this book is essential reading for our tenuous and unpredictable times.
The Innovative Language Pedagogy Report presents new and emerging approaches to language teaching, learning, and assessment in school, further education, and higher education settings. Researchers and practitioners provide 22 research-informed, short articles on their chosen pedagogy, with examples and resources. The report is jargon-free, written in a readable format, and covers, among others, gamification, open badges, comparative judgement, translanguaging, translation, learning without a teacher, and dialogue facilitation. It also includes technologies such as chatbots, augmented reality, automatic speech recognition, digital corpora, and LMOOCs, as well as pedagogical innovations around virtual exchange, digital storytelling, technology-facilitated oral homework, and TeachMeets.
Synthetic Worlds, Virtual Worlds, and Alternate Realities are all terms used to describe the phenomenon of computer-based, simulated environments in which users inhabit and interact via avatars. The best-known commercial applications are in the form of electronic gaming, and particularly in massively-multiplayer online role-playing games like World of Warcraft or Second Life. Less known, but possibly more important, is the rapid adoption of platforms in education and business, where Serious Games are being used for training purposes, and even Second Life is being used in many situations that formerly required travel. The editors of this book captures the state of research in the field intended to reflect the rapidly growing yet relatively young market in education and business. The general focus is set on the scientific community but integrates the practical applications for businesses, with papers on information systems, business models, and economics. In six parts, international authors – all experts in their field – discuss the current state-of-the-art of virtual worlds/alternate realities and how the field will develop over the next years. Chapters discuss the influences and impacts in and around virtual worlds. Part four is about education, with a focus on learning environments and experiences, pedagogical models, and the effects on the different roles in the educational sector. The book looks at business models and how companies can participate in virtual worlds while receiving a return on investment, and includes cases and scenarios of integration, from design, implementation to application.
Learn how to create and profit from NFTs The NFT Handbook is a detailed guide on how to create, sell and buy non-fungible tokens without the need for a technical background. Learn exactly what NFTs are, how they evolved, and why they have value. We’ll delve into the different types and aspects of NFTs and discuss the different NFT marketplaces and the pros and cons of each. Create Your Own NFTs: Step by step instructions on all aspects of NFT creation, including what types of content to use, where to source content, adding artistic design, writing the NFT’s description, adding optional unlockable content and setting an optional ongoing royalty. Mint Your NFTs: You’ll learn the process of how to get your NFTs on the blockchain. Sell Your NFTs: We’ll go through the whole process including creating a collection, and the different options such as setting a price or starting an auction. Buy NFTs: What you’ll need to bid on and purchase NFTs, and how to avoid getting scammed. You’ll also get a primer on blockchain, particularly the Ethereum cryptocurrency and “gas” fees. You’ll also be shown step by step how to create, secure and fund your own cryptocurrency wallet, where you’ll store your NFTs and cryptocurrency. Whether you’re experienced with the blockchain and crypto or a complete noob (beginner), The NFT Handbook will guide you in the process of creating, minting, selling and buying NFTs.
Mobile technologies have been used in higher education for many years. They provide good solutions for teaching and learning and make learning available anywhere and anytime. This book includes six sections: design, development, adoption, collaboration, evaluation and future of mobile teaching and learning technology in higher education. It includes different projects and practices in higher education across different countries. The book provides in-depth background information and cases studies in high technology teaching and learning and future expectations for new technology in higher education. The variety of projects and programs running in different country helps boost innovation and discussion in future projects and practices. It also provide guidelines for future design and development of mobile applications for higher education.
This book describes how the creation of new digital services—through vertical and horizontal integration of data coming from sensors on top of existing legacy systems—that has already had a major impact on industry is now extending to healthcare. The book describes the fourth industrial revolution (i.e. Health 4.0), which is based on virtualization and service aggregation. It shows how sensors, embedded systems, and cyber-physical systems are fundamentally changing the way industrial processes work, their business models, and how we consume, while also affecting the health and care domains. Chapters describe the technology behind the shift of point of care to point of need and away from hospitals and institutions; how care will be delivered virtually outside hospitals; that services will be tailored to individuals rather than being designed as statistical averages; that data analytics will be used to help patients to manage their chronic conditions with help of smart devices; and that pharmaceuticals will be interactive to help prevent adverse reactions. The topics presented will have an impact on a variety of healthcare stakeholders in a continuously global and hyper-connected world. · Presents explanations of emerging topics as they relate to e-health, such as Industry 4.0, Precision Medicine, Mobile Health, 5G, Big Data, and Cyber-physical systems; · Provides overviews of technologies in addition to possible application scenarios and market conditions; · Features comprehensive demographic and statistic coverage of Health 4.0 presented in a graphical manner.
#1 NEW YORK TIMES BESTSELLER • Now a major motion picture directed by Steven Spielberg. “Enchanting . . . Willy Wonka meets The Matrix.”—USA Today • “As one adventure leads expertly to the next, time simply evaporates.”—Entertainment Weekly A world at stake. A quest for the ultimate prize. Are you ready? In the year 2045, reality is an ugly place. The only time Wade Watts really feels alive is when he’s jacked into the OASIS, a vast virtual world where most of humanity spends their days. When the eccentric creator of the OASIS dies, he leaves behind a series of fiendish puzzles, based on his obsession with the pop culture of decades past. Whoever is first to solve them will inherit his vast fortune—and control of the OASIS itself. Then Wade cracks the first clue. Suddenly he’s beset by rivals who’ll kill to take this prize. The race is on—and the only way to survive is to win. NAMED ONE OF THE BEST BOOKS OF THE YEAR BY Entertainment Weekly • San Francisco Chronicle • Village Voice • Chicago Sun-Times • iO9 • The AV Club “Delightful . . . the grown-up’s Harry Potter.”—HuffPost “An addictive read . . . part intergalactic scavenger hunt, part romance, and all heart.”—CNN “A most excellent ride . . . Cline stuffs his novel with a cornucopia of pop culture, as if to wink to the reader.”—Boston Globe “Ridiculously fun and large-hearted . . . Cline is that rare writer who can translate his own dorky enthusiasms into prose that’s both hilarious and compassionate.”—NPR “[A] fantastic page-turner . . . starts out like a simple bit of fun and winds up feeling like a rich and plausible picture of future friendships in a world not too distant from our own.”—iO9