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This book contains papers in the fields of Interactive, Collaborative, and Blended Learning; Technology-Supported Learning; Education 4.0; Pedagogical and Psychological Issues. With growing calls for affordable and quality education worldwide, we are currently witnessing a significant transformation in the development of post-secondary education and pedagogical practices. Higher education is undergoing innovative transformations to respond to our urgent needs. The change is hastened by the global pandemic that is currently underway. The 9th International Conference on Interactive, Collaborative, and Blended Learning: Visions and Concepts for Education 4.0 was conducted in an online format at McMaster University, Canada, from 14th to 15th October 2020, to deliberate and share the innovations and strategies. This conference’s main objectives were to discuss guidelines and new concepts for engineering education in higher education institutions, including emerging technologies in learning; to debate new conference format in worldwide pandemic and post-pandemic conditions; and to discuss new technology-based tools and resources that drive the education in non-traditional ways such as Education 4.0. Since its beginning in 2007, this conference is devoted to new learning approaches with a focus on applications and experiences in the fields of interactive, collaborative, and blended learning and related new technologies. Currently, the ICBL conferences are forums to exchange recent trends, research findings, and disseminate practical experiences in collaborative and blended learning, and engineering pedagogy. The conference bridges the gap between ‘pure’ scientific research and the everyday work of educators. Interested readership includes policymakers, academics, educators, researchers in pedagogy and learning theory, school teachers, industry-centric educators, continuing education practitioners, etc.
The recent re-emergence of serious games as a branch of video games and as a promising frontier of education has introduced the concept of games designed for a serious purpose other than pure entertainment. To date the major applications of serious games include education and training, engineering, medicine and healthcare, military applications, city planning, production, crisis response, to name just a few. If utilised alongside, or combined with conventional training and educational approaches, serious games could provide a more powerful means of knowledge transfer in almost every application domain. Serious Games and Edutainment Applications offers an insightful introduction to the development and applications of games technologies in educational settings. It includes cutting-edge academic research and industry updates that will inform readers of current and future advances in the area. The book is suitable for both researchers and educators who are interested in using games for educational purposes, as well as game professionals requiring a thorough understanding of issues involved in the application of video games technology into educational settings. It is also applicable to programmers, game artists, and management contemplating or involved in the development of serious games for educational or training purposes.
UP-TO-DATE, TECHNICALLY ACCURATE COVERAGE OF ESSENTIAL TOPICS IN IMAGE AND VIDEO PROCESSING This is the first book to combine image and video processing with a practical MATLAB®-oriented approach in order to demonstrate the most important image and video techniques and algorithms. Utilizing minimal math, the contents are presented in a clear, objective manner, emphasizing and encouraging experimentation. The book has been organized into two parts. Part I: Image Processing begins with an overview of the field, then introduces the fundamental concepts, notation, and terminology associated with image representation and basic image processing operations. Next, it discusses MATLAB® and its Image Processing Toolbox with the start of a series of chapters with hands-on activities and step-by-step tutorials. These chapters cover image acquisition and digitization; arithmetic, logic, and geometric operations; point-based, histogram-based, and neighborhood-based image enhancement techniques; the Fourier Transform and relevant frequency-domain image filtering techniques; image restoration; mathematical morphology; edge detection techniques; image segmentation; image compression and coding; and feature extraction and representation. Part II: Video Processing presents the main concepts and terminology associated with analog video signals and systems, as well as digital video formats and standards. It then describes the technically involved problem of standards conversion, discusses motion estimation and compensation techniques, shows how video sequences can be filtered, and concludes with an example of a solution to object detection and tracking in video sequences using MATLAB®. Extra features of this book include: More than 30 MATLAB® tutorials, which consist of step-by-step guides toexploring image and video processing techniques using MATLAB® Chapters supported by figures, examples, illustrative problems, and exercises Useful websites and an extensive list of bibliographical references This accessible text is ideal for upper-level undergraduate and graduate students in digital image and video processing courses, as well as for engineers, researchers, software developers, practitioners, and anyone who wishes to learn about these increasingly popular topics on their own.
This book presents recent machine learning paradigms and advances in learning analytics, an emerging research discipline concerned with the collection, advanced processing, and extraction of useful information from both educators’ and learners’ data with the goal of improving education and learning systems. In this context, internationally respected researchers present various aspects of learning analytics and selected application areas, including: • Using learning analytics to measure student engagement, to quantify the learning experience and to facilitate self-regulation; • Using learning analytics to predict student performance; • Using learning analytics to create learning materials and educational courses; and • Using learning analytics as a tool to support learners and educators in synchronous and asynchronous eLearning. The book offers a valuable asset for professors, researchers, scientists, engineers and students of all disciplines. Extensive bibliographies at the end of each chapter guide readers to probe further into their application areas of interest.
This book discusses the latest progresses and developments on complex systems research and intends to give an exposure to prospective readers about the theoretical and practical aspects of mathematical modelling, numerical simulation and agent-based modelling frameworks. The main purpose of this book is to emphasize a unified approach to complex systems analysis, which goes beyond to examine complicated phenomena of numerous real-life systems; this is done by investigating a huge number of components that interact with each other at different (microscopic and macroscopic) scales; new insights and emergent collective behaviours can evolve from the interactions between individual components and also with their environments. These tools and concepts permit us to better understand the patterns of various real-life systems and help us to comprehend the mechanisms behind which distinct factors shaping some complex systems phenomena being influenced. This book is published in conjunction with the International Workshop on Complex Systems Modelling & Simulation 2019 (CoSMoS 2019): IoT & Big Data Integration. This international event was held at the Universiti Sains Malaysia Main Campus, Penang, Malaysia, from 8 to 11 April 2019. This book appeals to readers interested in complex systems research and other related areas such as mathematical modelling, numerical simulation and agent-based modelling frameworks.
This book provides a descriptive, progressive narrative on the flipped classroom including its history, connection to theory, structure, and strategies for implementation. Important questions to consider when evaluating the purpose and effectiveness of flipping are answered. The book also highlights case studies of flipped higher education classrooms within five different subject areas. Each case study is similarly structured to highlight the reasons behind flipping, principles guiding flipped instructions, strategies used, and lessons learned. An appendix that contains lesson plans, course schedules, and descriptions of specific activities is also included.
The book aims to advance global knowledge and practice in applying data science to transform higher education learning and teaching to improve personalization, access and effectiveness of education for all. Currently, higher education institutions and involved stakeholders can derive multiple benefits from educational data mining and learning analytics by using different data analytics strategies to produce summative, real-time, and predictive or prescriptive insights and recommendations. Educational data mining refers to the process of extracting useful information out of a large collection of complex educational datasets while learning analytics emphasizes insights and responses to real-time learning processes based on educational information from digital learning environments, administrative systems, and social platforms. This volume provides insight into the emerging paradigms, frameworks, methods and processes of managing change to better facilitate organizational transformation toward implementation of educational data mining and learning analytics. It features current research exploring the (a) theoretical foundation and empirical evidence of the adoption of learning analytics, (b) technological infrastructure and staff capabilities required, as well as (c) case studies that describe current practices and experiences in the use of data analytics in higher education.
The "E-Learning Methodologies" guide will support professionals involved in the design and development of e-learning projects and products. The guide reviews the basic concepts of e-learning with a focus on adult learning, and introduces the various activities and roles involved in an e-learning project. The guide covers methodologies and tips for creating interactive content and for facilitating online learning, as well as some of the technologies used to create and deliver e-learning.