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Ihering Alcoforado

Researching Learning in Virtual Worlds - Anna Peachey - Google Livros - 3 views

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    Springer FNAC Livraria Cultura Livraria Nobel Livraria Saraiva Submarino   Encontrar em uma biblioteca Encontrar livrarias locais Todos os vendedores » Minha biblioteca Meu histórico Livros no Google Play Researching Learning in Virtual Worlds Anna Peachey 0 Resenhas Springer, 15/03/2010 - 196 páginas Most of the chapters in this book are extended papers from Research Learning in Virtual Environments (reLIVE08), an international conference held by the UK Open University in Milton Keynes in November 2008. Authors of the best papers and presentations from the conferences were invited to contribute to Research Learning in Virtual Worlds, the first book to specifically address research methods and related issues for education in virtual worlds. The book covers a range of research undertaken in virtual worlds. It opens with an accessible introduction both to the book and to the subject area, making it an ideal springboard for those who are new to research in this area. The subsequent ten chapters present work covering a range of research methodologies across a broad discipline base, providing essential reading for advanced undergraduate or postgraduate researchers working in education in virtual worlds, and engaging background material for researchers in similar and related disciplines.
Ihering Alcoforado

Drowning in E-mails - from a Helper ... - Google Livros - 5 views

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    ntroduction The significance of email as a modern medium for communication has grown fast and sustainable. The technical basis, especially the availability of a digital infrastructure enabled the global spread of email as a user friendly, flexible and versatile medium. By now email can be considered as one of the most frequently used applications of the internet. The advantages of email as being low in costs but high in speed and reliability led to its increasing use and significance. Furthermore its quality of being "viral" through easy forwarding and multi-receiver-sending has opened new possibilities for communication. On the one hand the disposability of email has led to these new trends, on the other hand the very same quality can be held responsible for the short-lived and unsustainable attributes of email.1 Since the emergence of the first communication through electronic mail the face of email concerning both quality and quantity has changed significantly. In terms of quality it has changed from a simple substitute for the hand written letter to today's most important tool for collaboration, knowledge-management, online marketing and global business communication. Furthermore it is "now used for multiple purposes: document delivery and archiving, work task delegation; and task tracking. It is also used for storing personal names and addresses, for sending reminders, asking for assistance, scheduling appointments, and for handling technical queries." Electronic mail can be considered as vital precursor for globalization and the modern information society. Its commercial use for offers, contracts, orders etc. created demand for an obliging and explicit legal framework together with new standards regarding electronic signature, identification and data safety. The trend of an increasing quantity of electronic mail is strongly related to its development, standardization and availability of digital infrastructure. The exponentially increasing amount of e
Paulo Simões

What's on your e-learning bookshelf? - 0 views

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    Livros sobre e-Learning
Ihering Alcoforado

Bastard Culture!: How User Participation Transforms Cultural Production - Mirko Tobias ... - 5 views

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    Bastard Culture!: How User Participation Transforms Cultural Production Mirko Tobias Schafer 0 Resenhas Amsterdam University Press, 15/07/2011 - 249 páginas In the wake of the recent far-reaching changes in the use and accessibility of technology in our society, the average person is far more engaged with digital culture than ever before. They are not merely subject to technological advances but actively use, create, and mold them in everyday routines-connecting with loved ones and strangers through the Internet and smart phones, navigating digital worlds for work and recreation, extracting information from vast networks, and even creating and customizing interfaces to best suit their needs. In this timely work, Mirko Tobias Schäfer delves deep into the realities of user participation, the forms it takes, and the popular discourse around new media. Drawing on extensive research into hacking culture, fan communities, and Web 2.0 applications, Schäfer offers a critical approach to the hype around user participation and exposes the blurred boundaries between industry-driven culture and the domain of the user.
Ihering Alcoforado

Learning Online with Games, Simulations, and Virtual Worlds: Strategies for ... - Clark... - 12 views

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    Learning Online with Games, Simulations, and Virtual Worlds: Strategies for Online Instruction Clark Aldrich 1 Resenha John Wiley & Sons, 02/10/2009 - 144 páginas Jossey-Bass Guides to Online Teaching and Learning Learning Online with Games, Simulations, and Virtual Worlds Strategies for Online Instruction Clark Aldrich Learning Online with Games, Simulations, and Virtual Worlds The infusion of games, simulations, and virtual worlds into online learning can be a transforming experience for both the instructor and the student. This practical guide, written by education game expert Clark Aldrich, shows faculty members and instructional designers how to identify opportunities for building games, simulations, and virtual environments into the curriculum; how to successfully incorporate these interactive environments to enhance student learning; and how to measure the learning outcomes. It also discusses how to build institutional support for using and financing more complex simulations. The book includes frameworks, tips, case studies and other real examples, and resources. Praise for Learning Online with Games, Simulations, and Virtual Worlds "Clark Aldrich provides powerful insights into the dynamic arena of games, simulations, and virtual worlds in a simultaneously entertaining and serious manner as only he can. If you are involved with educating anyone, from your own children to classrooms full of students, you need to devour this book." -- Karl Kapp, assistant director, Institute for Interactive Technologies, Bloomsburg University "At a time when the technologies for e-learning are evolving faster than most people can follow, Aldrich successfully bridges the perceptual gap between virtual worlds, digital games, and educational simulations, and provides educators with all they really need to use this technology to enhance and enrich their e-learning experiences." -- Katrin Becker, instructor, Department of Computer Science and Information Systems, Mount R
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