Educational equipment and technology, computer-aided learning (CAL) Books

1103 products


  • Springer Innovative Technologies and Learning

    15 in stock

    Book Synopsis.- Artificial Intelligence in Education..- AI Tools for English Proficiency Test Preparation: A Research Review..- Enhancing Social Adaptation in Young Learners Through a 2-Year Multimedia Program on Social-Emotional Learning..- To Learn or Not to Learn Artificial Intelligence: An Anticipated Regret-Extended Expectancy-Value Theory..- Improving Learning to Cross-Lingual Question Answering via Performance Enhancement with XLM-R+ model..- Drawing for You: Exploring the Impact of Integrating Educational Technology into Picture Book Creation on Students’ Understanding of Special Education..- AI-Enhanced Augmented Reality for L2 Medical English Learning and Remote Surgical Collaboration..- AI-driven Constructivist Framework, in Child Welfare and Social Work Education..- Teaching AI Textual Interpretation: A Catalyst for Enhanced Literary Skills..- Lesson Plan Designing in the Digital Age: A Multimodal Approach with ChatGPT..- GenAI Chatbot Tutors as Agents of Inclusive Education: A Review Guided by Ethics of Care and Critical Pedagogy..- Postgraduate students’perspective of Generative Artificial Intelligence for learning..- The Impact of AI-Generated and Non-AI-Generated Images on Learning Outcomes and Attitudes: A Case Study of Visual Narrative in Elementary School English Curriculum..- From Technology Acceptance to Teaching Practice: Exploring Pre-Service Teachers' User Typologies and Training Needs in ChatGPT Adoption..- Adaptive Auto-Prompting in Inquiry-Based Learning: Enhancing Curiosity and Learning Engagement to Improve Higher-Order Thinking..- ChatGPT-assisted Escape Room:Preservice teacher preparation for Generative Artificial Intelligence Enhanced Instructional Design..- STEMChat: Investigating Student Perceptions of ChatGPT-Based Mobile Instant Messaging in Collaborative STEM Learning..- Enhancing the Development of Higher Order Thinking in Beginners Through Creative Guided GPT..- Exploring the impact of using GenAI applications on MIS students' learning in system analysis..- AI-Supported Summative Reflection to Foster Motivation and Teamwork in STEM: An Application of the 6E+R Framework.- The Impact of Generated AI-Supported Learning on Elementary Students’ Writing Skills..- Computational Thinking in Education..- A Study on the Effectiveness of Integrating Innovative Learning Strategies into Computational Thinking in Programming Learning for Non-CS Major Students..- Design and Framework of Learning Systems..- Which Students Collaborate? Unsupervised Identification of Team Structures from Individual Reports Documenting Groupwork..- Exploring the Factors Affecting Student’s Online Assessing Peers’ Ability - Continuance Intention as the Mediator..- Web Scraping and its use for teaching in course Information Systems in Tourism..- Extending eMath4All Platform to Broaden Applicability, Enrich Learning Experience and Enhance Teacher Support.- Evaluating Cognitive Learning Hierarchies of LLM-created Assessment Questions in Engineering Education..- A Learning Analytics Framework for Higher Education in South Africa.- Play My Math: Design and Implementation of a Fraction Generator Tool within a Mathematical Musician Digital Learning Platform..- Experiences with a Pragmatic Student Attendance Management Scheme..- Bridging the Digital Divide: User Interface Design Principles for Enhancing Elderly Learners' Engagement with Educational Technology.- VR/AR/MR/XR in Education..- Evaluation of the Effectiveness of Integrating Virtual Reality with Goal-Based Scenario Learning Theory in Tree Risk Assessment..- Implementation and Validation of the Innovative VR Distance Learning System with Simulated Physical Interaction Functions and Target Language Learning.- Influence of Red and Blue Virtual Environments During a Listening Evaluation: A Preliminary Study of Academic Performance and Subjective Self-perception.- Non-Immersive Virtual Learning Environments (VLEs) with XR Elements in Nursing Education: Learning Interaction and Clinical Competence.- A Virtual Reality-Based Co-Creation Approach to Developing Narrative Competence and Empathy in EFL Nursing Education..- The Impact of Virtual Art Exhibitions on Achievement Motivation and Technology Acceptance: A Case Study of Upper-Grade Elementary Students in Rural Areas..- From Peer Educators to Digital Change Agents: Rethinking Health Education through VR-Enhanced Peer Learning..- Personalized Feedback in VR Hands-on Learning: Tiered Support Based on Adaptive Learning Mechanisms..- Enhancing Higher-Order Thinking and Hands-On Performance in VR Learning Environments through CTML-Based Feedback Design.

    15 in stock

    £104.49

  • Springer Innovative Technologies and Learning

    15 in stock

    Book Synopsis.- Pedagogies to Innovative Technologies and Learning..- Exploring the Impact of Mind Maps in Information Security Courses..- Screencasting as an Assessment Tool in Online Research and Comprehension..- The Impact of Aesthetic Sensibility, Color Psychology, and Design Self-Efficacy on Designing Preschool Teaching Aids..- Advancing Language Proficiency Through Immersive Video Technologies: A Study on 360-Degree and Traditional Video in EFL Assessment and Feedback.- Enhancing the Development and Learning Effectiveness of Additive Manufacturing Teaching Materials within Digital Industries..-  An Ubuntu-informed IS Paradigm Grid as a Graduate Teaching Tool..- Teaching Ubuntu Information Systems Ethics Using Bloom’s Taxonomy..- Design Thinking Process Employed in Real-Life Design Studio Context: A case study from Sri Lanka..- Development of a Strategy for Digital Innovation An Analysis of a Collaborative Project on Education and Practice..- Fostering Affective-Domain Learning Objectives in Design Thinking: The Impact of Online Collaborative Whiteboards on Basic Psychological Needs ..- A Pre-Experimental Study on the Implementation of Joyful and Game-Based Learning Using Quizizz to enhance Students' Interest and Cognitive Learning Outcomes in Lathe Machining..- The Effect of Video Project Based Learning on the Practical Competency of Multilevel Turning: An Experimental Study..- The Impact of Feedback Using an Electronic Laboratory Notebook on Students’ Learning Performance: An Investigation in an Entrepreneurial Risk Awareness Course..- The Impact of a Palliative Care Chatbot on Nurses' Self-Efficacy..- Can we change two-semester academic year to Trimester semester system?~ meeting competitive world with effective educational policy upgrade ~ ..- Incorporating Video-Based Learning Media in English Class Using Cooperavite-Learning Approach (Study Case Elementary School Plus Latansa Demak, Indonesia).- Enhancing Medical Students' Higher-Order Thinking Skills: A Brain-Based Learning Approach Integrated with Educational Technology..- Investigating the integration of Cyber Safety Awareness with Game-based learning to improve cyber safety awareness in South African schools..- What disrupts practice based learning with emerging learning technologies (VR, AR, AI)..- Enhancing Chinese Character Learning for Vietnamese Students in Taiwan Using the Hanzi Tree App..- Systematic Literature Review on Psychological Capital and Yoga..- Cultivating Sustainable Self-Regulated Learning Strategies in Digital Learning Courses..- Educational Transformation – A Failed Prediction? A Decennial Cross-sectional Study within Norwegian Teacher Education..- Teachers’ Satisfaction toward the Learning Ecosystem to Enhance Coding & AI Skill with Code Combat Platform and Educational AI Innovation for Youth..- Supporting Reflective Practice in Community Health Nursing Education: Integrating ChatGPT as an Tool..- STEM/STEAM Education..- Maker Learning in Robotic Summer Camps for Girls: A Focus on Problem-Solving..- Model-based STEM technical and vocational education explores student’s entrepreneurial scientific thinking abilities: Taking beverage preparation as an example..- Exploring the Far Transfer Effect and Self-Efficacy of Hugging Strategy in STEM Education..- Application and Design of Generative Artificial Intelligence in Education..- Enhancing Learning Through Summarization Using a Fine-Turned T5 Model..- Integrating Generative Artificial Intelligence with Self Explanations Scaffolding to Enhance Students’ Problem Solving Skills and Learning Performance..- Taking Socratic Learning Seriously: A Pilot Study on the Use of AI in a Basic Logic Course..- Enhancing Language Learning through AI-Driven Feedback and Collaborative Virtual Reality..- Does AI-Enhanced POPBL Foster Self-Efficacy, Reduce Cognitive Load, and Enhance Psychological Readiness for Fatherhood?..- AI-Assisted Self-Regulated Strategy Development: A Pathway to Strengthening L2 Writing Self-Efficacy..- GAI-Powered Brainstorming as a Catalyst for Student Self-Efficacy and Motivation in Management Education..- Gen AI-Assisted Management Learning: A Perspective on the Alignment of Intrinsic and Extrinsic Motivation..- An Intelligent Learning Resource Retrieval System Based on Semantic Understanding and Difficulty Prediction..- The Performance of the Students using GAI-Supported Learning Evaluation and Reflection based on Bloom’s Taxonomy in Self-Regulated Learning..- A Generative AI-Supported Flipped Classroom Model for Personalized Skill Training in Engineering Woodworking Education..- Ecosystem for the Development of Digital Transformation and Digital Competences of Erasmus+ Project Coordinators..- Investigating the Influence of Autonomy, Competence, Relatedness, and Excitement on User Satisfaction with ChatGPT: A Self-Determination Theory Perspective..- An Inquiry on the Usability of Generative AI in Design Education..- Enhancing Learner Engagement in Chulalongkorn University MOOC Computing Courses: Insights from Behavioral Trends and Analyses of Multiple Large Language Models.

    15 in stock

    £104.49

  • Springer Postdigital Education for Development

    15 in stock

    Book SynopsisIntroduction.- Postdigital Educational Development and the University.- The Postdigital University:Territories Networked and Boundaries Transcended.- A Prospective Role for Universities in Contemporary Geopolitics.- The Geopolitics of AI and Education.- AI,Education, and Power.- American Capital is Coming for Us All: Tracing Imaginaries of 'American-AI' in Elite Chinese Discourse.- AI Solutionism and the Techno/Human-Centric Remediation of Agency in Higher Education.- Towards a Postdigital Social Contract for Higher Education in the Age of Artificial Intelligence.- Innovations and Interventions.- Educating Digital Citizens at Risk: Private Actors, Neoliberal Policies, and Individualising Narratives.- Beyond the Borderlands: Reimagining the Competencies of Higher Education Digital Leadership in an Era of Coalescing Geopolitical Crisis.- Object-Based Learning Through a Postdigital Lens: Innovating Business Education for Responsible Leadership.- Recognizing a Black Scotland: Challenging the Epistemicidal Nature of Scottish Curriculum for Excellence.- Shaping Educational Futures.- Uncharted Territories:Inclusive Education,Justice,and the Transformative Power of the Postdigital.- Shaping our Educational Futures:The Geopolitics of Postdigital Early Education.- The Future of Postdigital Geopolitics.- Afterword.      

    15 in stock

    £151.99

  • Springer International Publishing AG Pattern Recognition and Image Analysis

    Out of stock

    Out of stock

    £104.49

  • Springer International Publishing AG Pattern Recognition and Image Analysis

    Out of stock

    Book Synopsis.- Natural Language Processing..- Capturing the Narrative: a Deep Learning Pipeline for Comics Sequences..- How LLMs See People..- Large Language Models for Interactive Machine Translation..- Towards Event Driven Evaluation of Surveillance Video Understanding using Natural Language..- Biomedical Applications..- A Machine Learning Method for Authentication of Human Ancient Mitochondrial DNA..- A Novel Deep Learning Framework for Predicting Antimicrobial Peptide Activity Using ProtBert and Neural Networks..- AGE US: automated gestational age estimation based on fetal ultrasound images..- AI-based system for assistance in minimally invasive renal procedures using Mixed Reality. First steps..- Continual Deep Active Learning for Medical Imaging: Replay Base Architecture for Context Adaptation..- Enhancing Medical Image Analysis: A Pipeline Combining Synthetic Image Generation and Super Resolution..- Exploiting Generative Models for Downstream Classification Tasks on Latent Spaces using 3D Brain MRI Scans: a Down Syndrome Case Study..-Informed decision making strategy for resampling in pain assessment..- Lightweight SwinUNETR for Hepatic Segmentation..- MIL vs. Aggregation: Evaluating Patient-Level Survival Prediction Strategies Using Graph-Based Learning..- Multitask Learning Approach for Foveal Avascular Zone Segmentation in OCTA Images..- Optimizing Medical Image Captioning with Conditional Prompt Encoding..- PosePilot: An Edge AI Solution for Posture Correction in Physical Exercises..- Prediction of 30 day hospital readmission with clinical notes and EHR information..- Quantum Computing in Prenatal Care: Enhancing Fetal Ultrasound Image Classification with Quantum Neural Networks..-Uplift modeling for treatment effect estimation in the prostate cancer treatment landscape..-VesselView: A CNN for Segmentation of Vessels in High Resolution Retinal Fundus Images..- Other Applications..- Analysis of Behavioral Trends in Road Traffic Accidents: A Comparative Study Among Latin America, Australia and the UK..- Deciphering the Silent Signals: Unveiling Frequency Importance for Wi-Fi-Based Human Pose Estimation with Explainability..- ECOmpress: a web tool for boosting energy efficiency through data compression..- Efficient Malicious UAV Detection Using Autoencoder TS Mamba Integration..- On the Correction of GFS Wind Speed Forecasts in Portugal Using LSTM Networks..- Saliency guided Emotion Modeling: Predicting Viewer Reactions from Video Stimuli..- Statistical Downscaling of Wind Speed in the Iberian Peninsula Using Machine Learning..-Towards a New Categorization of Models for Multivariate Time Series Anomaly Detection..- Using gait to monitor health: an experimental baseline..- Zipf ’s Curves of Plainchant Melodies.

    Out of stock

    £104.49

  • Springer Technology and Innovation in Learning Teaching and Education

    15 in stock

    Book Synopsis.- Technology Integration and Educational Policy..- Educating Computer Science Students to Become Computer Science Teachers..- School Teachers’ Perceptions of Tele-School: A Source of Continuing Education During COVID-19 Pandemic in Pakistan..- Tools supporting sustainable digital transformation in education.- Preliminary Study on The Development Of Differentiated E-Learning to Learning Effectiveness..- Tell Me Arabic: Technology Enhanced Language Learning for Arabic Students..- The Design of an Effective Flipped-Learning Professional Development Model..- Aligning Educational Content with Learning Objectives and Skills using AI.- Enhancing the digital transformation of Greek education through the emerging Innovation Centers: the case of climate change..- Engineering Education with a Humanistic Outlook: Implementing Challenge-Based Learning and Digital Pedagogy..- Using AI to Boost Cybersecurity Awareness: Implementing the NIST Framework in Schools..- The conceptions of future primary teachers about the development of computational thinking through a card game..- Understanding Teacher Effectiveness and Professional Development through AI-Powered Tools in Indian Higher Education..- Exploring teachers' beliefs and pedagogical thinking about flipped learning..- Enhancing Competency Development and Organizational Effectiveness through Advanced Technologies: A Position Paper..- How Do Higher Education Teachers Feel About The Pedagogical Training Courses They Undergo? An Exploratory Sentiment Analysis..- Professional Training for Effective Adoption of Generative AI in the Corporate World: Bridging the Gap..- Requirements for the development of a technological solution to support teachers and students with Integrative Projects in the context of the Brazilian Federal Institutes of Education, Science and Technology: a Systematic Literature Review.

    15 in stock

    £64.99

  • Springer Technology and Innovation in Learning Teaching and Education

    15 in stock

    Book Synopsis.- Open Education, Digital Resources, and Online Assessment..- Towards a Model: Exploring Students' Attitudes Toward Online Open Elective Courses..- Translation Awareness of Conveying Discourse Relations: A Study on English TED talks and their translation into Lithuanian, Portuguese and Turkish..- Translation Awareness of Sense Shifts in Discourse Relations Based on English TED talks and their translation into Lithuanian, Portuguese and Turkish..- Massive synchronous online multidisciplinary courses: A case study of the Elite courses..- Enhancing Digital Libraries through NLP and Recommender Systems: Current Trends and Future Prospects with Large Language Models..- Assessment Methods in Civil Engineering Undergraduate Education: Evaluating Traditional and Electronic Approaches in South Africa and their Alignment with Assessment Principles..- Enhancing Educational Innovation: Evaluating the Accuracy of AI-Generated Assessments for Engineering Course Reports..- Enhancing Digital Competences in Adult Education: Insights from MOOC and online mentoring activities with DigComp Framework..- Exploring Object Detection Learning: A Teaching Guide Through Educational Online Tutorials..- Engagement Analytics as Indicators of Reflection in Teacher Education: Correlations with Students' Voice and Theory Perspectives..- Knowledge-Based Graph Representation and Prediction of Learners’ Quality of Interaction with Learning Management Systems at Higher Education Institutions..- Multi-Scale Modeling of Learners’ and Instructors’ Quality of Interaction with Learning Management Systems at Higher Education Institutions..- Developing a Tourism Quality Management eBook: An Experience Report..- Concept map as an assessment item..- Pedagogical and Curricular Innovation..- Visualization And Gamification For Design Of Operating Systems..- Toward a Gamified Learning Environment: Exploring the Evolution of Educational Games through SCORE..- Game-Based Learning and Gamification: A Duo Revolutionizing Education..- Enhancing elementary students' mathematics self-efficacy through applet-based exploratory teaching..- A Small-Scale Study on the Effectiveness of Gamified Blended Learning in Enhancing Students' Listening Motivation in Oman..- The impact of flipped learning on soft skills for enhanced employability..- The Role of Social Media in Enhancing Classroom Engagement: A Systematic Literature Review..- The Effects of Cooperative Learning on Metacognition and Critical Thinking Dispositions in Portuguese Engineering Students..- Shape Grammar as a boundary object towards learning in integrated STEAM framework...- Visual Programming as an Epistemic Tool..- Teacher Feedback as a Promoter of Computational Thinking..- Implications in the didactic configuration of teaching matrix addition and scalar multiplication with OCTAVE..- Embedding Sustainability Awareness into English for Specific Purposes Learning..- Collaboration by design: a case of hybrid ESP learning..- Enhancing Digital Skills in Higher Education: effects of the Group Investigation Cooperative Learning method in 1st year Engineering Education students..- Exploring the Potential of E-portfolios in Fostering Tourism Students’ Career Skills..- Rethinking Learning Design in the Digital Era: Innovations and Implications..- Uncertainty concept interpretation in the probabilistic language used by fifth-year Brazilian students..- An ethnomathematics task using Bisalhães black pottery..- 3D Modelling to Address Pandemic Challenges: A Project-Based Learning Methodology.

    15 in stock

    £87.99

  • Springer Technology and Innovation in Learning Teaching and Education

    15 in stock

    Book Synopsis.- Artificial Intelligence in Education..- Understanding AI Integration Challenges in Education: A Brief Systematic Literature Review..- Unlocking the Potential of Large Language Models for AI-Assisted Medical Education: A Case Study with ChatGPT..- Leveraging Generative Artificial Intelligence for Analyzing Handwritten Chemistry Notes: A chatbot support for Students queries..- Enhancing Computer Programming Education: Integrating Advanced AI Tools for Challenging Curriculum Projects..- Artificial Intelligence and Machine Learning in Primary Education: A Case Study in Portugal..- Improving Teaching with Artificial Intelligence Scaffolding in Physics Education with GPT..- Integrating Computational Thinking and Artificial Intelligence into Mathematics Education: A Pathway for the 21st Century..- The Impact of Artificial Intelligence on Flipped and Online Learning..- Personalization of a learning environment supported by AI for vocational training based on skills required: A research proposal..- Large Language Models and Intelligent Agents in Education..- Course design with artificial intelligence agents..- Emerging Technologies and Learning Environments..- The Degree of Contribution of Smart Digital learning Platforms to the Development of Entrepreneurship: the KKUx Platform as a Model..- Arabic-Indonesian Translation Errors: An Analysis of Google Translate for Arabic Language Students..- Electromagnetic waves all around us. Put your glasses on and sense them..- Driving Engagement in Learning: Exploring the Impact of an Augmented Reality Mobile Application for Astronomy Education..- Exploring the impact of modern board game and video game playing frequency on critical thinking..- Serious Game Design for Green Mobility: A Lean Inception Approach..- Digital games’ instrumental orchestrations to enhance integral calculus learning – a case study..- How museums are changing their visitors’ experience with new formats and approaches to digital storytelling..- Teaching Programming with Makey Makey in Lower Secondary School..- Learning design integrating a gamified Augmented Reality application..- Towards Meaningful Learning: a Home-Grown Approach to Teaching and Learning in Developing Country..- EduGenZ: A gamified educational framework for GenZ using affective and immersive technology..- Taking a Flight with Drones in STEM Education: Benefits, Affordances, Facilitating Factors and Challenges..- Students as Users of Augmented Reality Glasses: Their Experiences and Perceptions..- MindOfMine v.2: Towards a Closed-Loop Serious Game Platform for Personalized Cognitive Enhancement in Mental Disorders..- Educational Robotics to support Kindergarten Student’s Problem-Solving Skills: a case study..- Guidelines for Using Mixed Reality to Teach STEM Subjects.

    15 in stock

    £82.49

  • Springer Two Decades of TEL. From Lessons Learnt to Challenges Ahead

    15 in stock

    Book Synopsis.- Detect and Remedy Deceptive Overgeneralization in Adaptive Learning..- Leveraging AI to Support Virtual Students in Intelligent Tutoring Systems..- AI-based Multimodal Biometrics for Detecting Smartphone Distractions: Application to Online Learning..- Detecting LLM-Generated Short Answers and Effects on Learner Performance..- Goal Setting Engages More Caregivers in Online Math Homework Than Instructional Support..- Is More Gamification Better? Evaluating Playful Interactions and Narratives for Algebra Learning..- Structured Prompts, Better Outcomes? Exploring the Effects of Structured Interface with ChatGPT in a Graduate Robotics Course..- Toward Realistic AI-Generated Student Questions to Support Instructor Training..- The Effect of Unplugged and Plugged-in Programming with Influencing Factor of Collaborative versus Individual Work regarding the Impact on Computational Thinking in Preschoolers..- Knowledge Scaffolding Recommendation System for Supervising Term Papers..- CRAFT: A Course Recommendation Advisor for Future Talent..- Reframing Computational Thinking for AI Education..- Empowering Equitable Learning with LLMs: Enhancing Writing Skills in Low-Resource Contexts..- Does feedback based on gaze and stress indicators help novice programmers?..- Accessible Design in Integrated Development Environments: A Think Aloud Study Exploring the Experiences of Students with ADHD..- Enhancing Engagement and Social Capital Through an AI-generated Summary-driven Learning Design in Online Discussion Forums..- Prompt vs. Supervise: A Case of Using Language Models to Assess Students’ Science Explanations..- Automatic Large Language Models Creation of Interactive Learning Lessons..- Augmenting Active Learning with GenAI: Enhancement or Impairment? Evidence from a Data Visualisation Course..- Improving Text Readability to Support Student Comprehension and Learning: An LLM-Powered Approach..- Assessing Computational Thinking Using Log Data: A Scoping Review..- Differences in VLE adoption: longitudinal and large-scale analysis of contextual effects on French teachers' TEL practices..- Impact of Immediate Feedback on Students’ Learning in a Virtual Reality Environment for Chemical Education..- Generating Video Narratives for Learning Following Subsumption Links..- Integrating Generative AI into Instructional Design Practice: Effects on Graduate Student Learning and Self-Efficacy..- Exploring the Impact of LLM-Based Scaffolding on Academic Performance and the Mediating Roles of AI Literacy and Prior Knowledge..- Towards Automated Characterization of Revision Events in Student Writing..- Enhancing Student Focus and Problem-Solving with Real-Time LLM Feedback on Compiler Errors..- Code-aware LLM prompting in deductive qualitative analysis: A study in multi-framework analysis of learning designs..- Empowering Teachers to Enhance Student High Order Thinking Skills with Artificial Intelligence Educational Tools..- Using Log Data to Analyze the Impact of Adaptive Support on Self-Regulated Learning in Adult Online Education..- Evaluating The Impact of Debriefing Techniques on Student Outcomes after CSCL Activities..- LLM-Generated Feedback Supports Learning If Learners Choose to Use It..- Automated Approaches for Concept Map Assessment: A Systematic Review..- Challenges and Design Opportunities for AI-based Tutoring and Assessment Software in Special Education: An Interview Study with Teachers..- Human Teacher vs. LLM-Generated Feedback in Secondary Education: A Comparative Study on Student Perceptions..- Optimizing Mastery Learning by Fast-Forwarding Over-Practice Steps.

    15 in stock

    £66.49

  • Springer Two Decades of TEL. From Lessons Learnt to Challenges Ahead

    15 in stock

    Book Synopsis.- Generating Change: AI as an Opportunity to Address Long-standing OER Challenges..- A Web Application and Authoring Tool for Supporting the Generation of Ai-Based Avatars for Communication Scenarios..- Teaching with AI: The role of Teachers in the Hybrid Intelligent System..- Educator Professional Development Through LA and AIED Participatory Design: A Missing Link..- A Citizen Science Approach to Co-Designing Hybrid Learning Scenarios in the Context of Vocational Secondary Education..- Turning Competency Data into Actionable Insights for Teachers..- Generating AI Images for the OER Conversion Tool “convOERter"..- Exploring Human-AI Collaboration in Flipped Learning Design: A Comparative Study of Generative AI and Pedagogical Patterns..- Towards Capturing Teacher Agency Manifestations within Orchestration Activities: A Conceptual-Analytical Framework..- Designing the Course Load Analytics Platform..- How Expertise Levels Shape Preferences and Reflection Needs: Towards AI Reflection Systems for Teacher Empowerment..- Error Classification in Stoichiometry Tutoring Systems with Different Levels of Scaffolding: Comparing Rule-Based Classification and Machine Learning..- Teacher Agency in Implementing Automated Writing Evaluation Systems in a Science Classroom: A Focus Group Study..- Can Large Language Models Identify Locations Better Than Linked Open Data for U-Learning?..- Assessing Confusion's Impact in Entrepreneurial Learning with Electrodermal Activity..- Students' use of digital technologies to support emotion regulation when learning online..- Scaffolding Learning Scenarios with a Socratic Chatbot: Insights from Educators..- Classifying Students’ Meta-Cognitive Comments..- Developing a survey on motivations, attitudes, and challenges of non-native participants in English-taught MOOCs..- CodeFarm: An application for the development of computational thinking through video games in early educational stages..- Devil's Advocates Wear AI: exploring the assistive role of AI in assessment, in a meaningful way..- Assessing the effect of performance prediction on students perceptions of courses..- Designing a study to evaluate the Impact of WebXR with GenAI on Student Engagement in Distance Education..- Transparent Risk Predictions and Explanatory Feedback: Boosting Engagement and Course Achievement in Online Professional Learning..- Supporting Learning Design for Sustainable Development Using Large Language Models..- Exploring the Complex Analytics Interplay of LMS Design, Usage, Academic Outcomes, and Perceived Workload: A Case Study..- KinderGPT: Promoting Children’s AI Literacy Through Conversational AI – Usability Evaluation and Practical Insights..- Temperature is All You Need: Approximating Human Mathematics Hint Efficacy with LLMs..- Reimagining TEL - redesigning technology for the promotion of students’ sense of belonging..- Towards developing a guideline for optimizing interface design of Intelligent Tutoring Software..- Partnering with AI: A Pedagogical Feedback System for LLM Integration into Programming Education..- Investigating the Effects of Motivational Pedagogical Agents on Student Learning and Choice Making in an Adaptive Learning System..- A Systematic Review of Integrating Knowledge Graphs with Large Language Models: Applications, Models, Evaluation Methods, and Opportunities..- Human-Agent Interaction and Collaboration in Education: A Review and Future Research Prospects..- Leveraging LLMs to Assess Tutor Moves in Real-Life Dialogues: A Feasibility Study..- Assisting Teachers in the Design of Feedback for Online Learning Using Large Language Models: A Theory-Driven Approach..- Multimodal Late Fusion Model for Problem-Solving Strategy Classification in a Machine Learning Game..- Are Students' Evaluations of Auto-graders Biased by Their Grades?..- Development and Evaluation of a Personalised Toolkit to Support Primary School Teachers with Digital Literature Literacy..- Developing PeACE: A Pedagogical Agent for Children's Emotions..- Escreva Mais: A mobile application to enhancing writing skills in resource-constrained classrooms..- SIMBA: A Tool for Designing Generative AI Agents for Reflective Learning and Critical Thinking..- In-House GenAI for Corrective Formative Feedback in Higher Education..- Minds-On: supporting the learning of science concepts and reasoning skills..- Make an IMPECT on the Dancefloor!: An Immersive Learning Environment for the Development of Dance Choreography Skills..- myScripting as Educational Design Assistant..- PromptHive: Demonstrating Collaborative, Human-Centered OER Creation with LLMs..- Is My Conversation Really Constructing Knowledge? Epistemic and Transactivity Group Awareness Widgets to Raise Participant Awareness During Online Discourse..- ReflectionApp: AI-Driven Assistant for Scaffolding Student Reflections..- Design and evaluation of an open-source, locally deployed chatbot system for higher education..- Play My Math: Design and Implementation of a Course Creator Tool within a Mathematical Musician Digital Learning Platform..- Doctoral Educational Technology (DET): A GenAI-enhanced Platform to Support Doctoral Student Progress and Well-being through Single-case Analytics..- MAESTRO: Multi-Agent Educational System for Tutoring and Recommendation Orchestration..- Tutoria: Delivering Personalized Feedback at Scale with Artificial Intelligence.

    15 in stock

    £59.99

  • Springer Gamified Education

    15 in stock

    Book SynopsisPart I Foundations of Gamified Education.- Chapter 1 Introduction: The New Era of Gamified Education.- Chapter 2 Theoretical Foundations and Emerging Paradigm.- Chapter 3 Designing Transformative Gamified Learning Experiences.- Chapter 4 Context-Specific Applications of Gamification.- Chapter 5 Technological Innovations and Future Trends in Gamification.- Part II Subject Areas and Motivation Strategies.- Chapter 6 Subject-Specific Innovations in Gamification.- Chapter 7 Motivation and Game Elements in Gamification.- Chapter 8 Inclusive and Equitable Gamification Strategies.- Chapter 9 Assessing the Impact and Effectiveness of Gamification.- Chapter 10 Ethical Dimensions and Challenges in Gamification.- Part III Future Vision and Workforce Applications.- Chapter 11 Future Directions and Global Innovations in Gamification.- Chapter 12 Gamification for Workforce Development and Professional Training.- Chapter 13 Psychological Foundations and Behavioral Impact of Gamification.- Chapter 14 Gamification for Social Good and Community Engagement.- Chapter 15 Frameworks and Strategies for Institutional Gamification.- Part IV Specialized Applications and Tech-Enhanced Gamification.- Appendix A Gamification in Software Engineering Skill Development.- Appendix B Gamification in Agile Development and Productivity.- Appendix C Gamification in Cybersecurity and Open-Source Contributions.- Appendix D AI-Driven Gamification in Software Development.- Appendix E Psychological and Behavioral Aspects of Gamified Learning in Software Engineering.

    15 in stock

    £104.49

  • Palgrave Macmillan Advancing Higher Education with HumanCentric AI Partnerships

    Out of stock

    Book SynopsisPart 1: Chapter 1: The Fifth Industrial Revolution: A New Cognitive Era & Unprecedented Human-AI Collaboration.- Chapter 2: Hybrid Human-AI Intelligence: A Vision for Innovation & Higher Education's Future.- Chapter 3: Human-AI Collaboration (HAIC) in Higher Education: Defining Roles, Responsibilities, and Oversight with GenAI.- Chapter 4: The Emergence of Generative AI: Navigating Short-Term Viability and Long-Term Sustainability in Human-AI Partnerships.- Chapter 5: Applying & Customizing the Core Frameworks for Optimizing Human-AI Partnerships in Higher Education.- Part 2: Chapter 6: Preparing for Diverse Stakeholder Engagement & AI Governance.- Chapter 7: Forming Diverse Smart Teams & Mapping Stakeholders.- Chapter 8: Assessing Institutional Readiness for AI Integration.- Chapter 9: Strategic Planning: Crafting the Institutional AI Vision & Governance Framework.- Chapter 10: Designing Pilots from the Strategic Roadmap.- Chapter 11: Implementing and Piloting Human-Centric AI Initiatives.- Chapter 12: Collecting and Synthesizing Pilot Data & Feedback.- Chapter 13: Monitor & Evaluate Ongoing AI Initiatives.- Chapter 14: Scale and Institutionalize: Embedding AI for Sustainable Impact.- Chapter 15: Adaptation and Refinement.- Chapter 16: Custom AI Ethics & Literacy Frameworks, and AI Governance (Long-Term Strategic Horizon).- Chapter 17: Long-Term Scaling, Sustainability & AI Governance: Building a Culture of AI Literacy for All.

    Out of stock

    £39.99

  • Springer Business Intelligence for Higher Education

    15 in stock

    Book SynopsisChapter 1: Introduction to Business Intelligence in Higher Education.- Chapter 2: Data Governance and Management.- Chapter 3: BI Tools and Technologies for Higher Education.- Chapter 4: Building a Data Warehouse for Higher Education.- Chapter 5: Data Visualization and Reporting.- Chapter 6: Enhancing Student Success with BI.- Chapter 7: Privacy, Security, and Ethical Considerations.- Chapter 8: Future Trends in BI for Higher Education.

    15 in stock

    £142.49

  • Springer Mapping the STEM Microcredential Landscape Volume I

    15 in stock

    Book SynopsisPart 1. Overview.- 1. Badge Summit: Micro-History of Micro-Credentials through the Lens of a Community Retrospective (Noah Geisel).- 2. Building a Framework for Institutional and Industry Collaboration in STEM Microcredential Development (Justin Louder).- 3. Taxonomy (Rob Moore).- Part 2. Frameworks.- 4. The Universal Micro-credential Framework: Creating an Accessible, Usable, and Effective Micro-Credentialing Approach within the Traditional Education System (Rupert Ward).- 5. Building a Provincial Micro-credential Framework in Alberta, Canada – A Case Study (Vis Naidoo).- 6. Designing Competency-Based Frameworks for STEM Micro-credentials (Marilys Galindo).- 7. An Illustrative Framework for Microcredentials in STEM: The Kennesaw State University Model (Ashley Doehling).- 8. AI-Enhanced Skill-Based Learning Pathways: Leveraging ESCO for Admissions and Transfers (Wendy Linn Cook).- 9. Achievements in a Digital Learning Environment for STEM Education: A Framework for Using Microcredentials to Reflect Acquired Knowledge (David Bednorz).- 10. Beyond Engineering: Applying a Learning Sciences Framework to the Design, Teaching, and Evaluation of Penn State Engineering Certified Microcredentials (Andrea Gregg).- 11. The Trust Factor: Skills Validation as a Cornerstone of STEM microcredentials (Tara Laughlin).- Part 3.- Topic Studies.- 12. Exploring Policymakers’ Perspectives on Micro-credentials in K-12 Teacher Professional Development (Madeline Stallard).- 13. Literacy Microcredentials to Complement STEM Microcredentials and Enhance STEM Learning: A Review of Research and Suggestions for Strengthening STEM Education Effectiveness (Stephanie Hammerschmidt-Snidarich).- 14. Empowering Rural K-12 STEM Education: Opportunities and Innovation through Microcredentials (Giovanna Morara).- 15. Breaking Barriers With Micro-Credentials in STEM Prerequisites for the Health Professions (Susan Hibbard).- 16. Collaborative Opportunities Abound in a Global World of STEM Microcredentials (Pamela Wimbush).- 17. The Future of STEM: Aligning Academic Experiences with Workforce Demands through Competency-Based Learning and Micro-Credentialing (Brian Gant).

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  • Springer Nature Switzerland AG Digital Transformation in Knowledge Transfer

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  • Springer 2025 Yearbook Emerging Technologies in Learning

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    Book SynopsisRethinking Roles — Educators, Students & AI Literacies.- Leveraging Agentic AI for Enhancing Multiple Assessments on Hands-On Learning.- Reflective Human-AI Collaboration: Preparing STEM Students for Future Work with XR Labs and NLP Technologies.- Adaptation of Engineering Higher Education to Teaching Industry 4.0 Technologies: Faculty Perspectives on Opportunities, Challenges, and Needs.- A Workshop on Planning and Operating Robot Manipulations Using AI and Isaac Sim.- Generative AI in Practice — Tools, Feedback & Learning Design.- Exploring the Impact of Generative AI in Engineering Education: A Scoping Review of Applications and Innovations.- AI Support System in the Remote Laboratory NetLab.

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  • Springer International Publishing AG Serious Games Development and Applications: 5th International Conference, SGDA 2014, Berlin, Germany, October 9-10, 2014. Proceedings

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    Book SynopsisThis book constitutes the refereed proceedings of the 5th International Conference on Serious Games Development and Applications, SGDA 2014, held in Berlin, Germany, in October 2014. The 14 revised full papers presented together with 4 short papers were carefully reviewed and selected from 31 submissions. The focus of the papers was on the following: games for health, games for medical training, serious games for children, music and sound effects, games for other purposes, and game design and theories.Table of ContentsGames for Health.- PhysioVinci – A First Approach on a Physical Rehabilitation Game.- A Pilot Evaluation of a Therapeutic Game Applied to Small Animal Phobia Treatment.- Effect of Ecological Gestures on the Immersion of the Player in a Serious Game.- Using Serious Games for Cognitive Disabilities.- Atmosphaeres – 360◦ Video Environments for Stress and Pain Management.- Games for Medical Training.- Sense: An Interactive Learning Application that Visualizes the Nerve Supply of Face.- Sepsis Fast Track: A Serious Game for Medical Decision Making.- Serious Games for Children.- iBUAT: Paper Prototyping of Interactive Game Design Authoring Tool for Children.- A Review of Serious Games for Children with Autism Spectrum Disorders (ASD).- Jumru 5s – A Game Engine for Serious Games.- Music and Sound Effects.- Serious Music Game Design and Testing.- Immersive Composition for Sensory Rehabilitation: 3D Visualisation, Surround Sound, and Synthesised Music to Provoke Catharsis and Healing.- Games for Other Purposes.- Gaming the Future of the Ocean: The Marine Spatial Planning Challenge 2050.- Off the Beaten Track! The Infinite Scotland Serious Game Design Approach.- Measuring the Commercial Outcomes of Serious Games in Companies – A Review.- Designing and Testing a Racing Car Serious Game Module.- The Construction of Serious Games Supporting Creativity in Student Labs.- Game Design and Theories.- The Choice of Serious Games and Gamification - A Case Study to Illustrate Key Differences.

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  • De Gruyter The Inverted Classroom Model: The 2nd German

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    Book SynopsisWhen the 1st German Inverted Classroom Conference was staged in 2012, the organizers thought that it may have been the first and last conference of this kind: Too few teachers seemed to be familiar with this model in the first place and only a tiny fragment of them would actually apply this model to their own teaching scenarios. However, in the 2013 conference, we were overwhelmed with a large number of teachers who not only wanted to find out about this teaching and learning concept but had already used it. Consequently, the focus of the 2nd German Inverted Classroom Conference to which this conference volume is dedicated was no longer the “installation” of the Inverted Classroom Model (ICM) but fine adjustments in the actual application of it. This is reflected in the contributions to this volume. Even though all three central aspects of the ICM are addressed, (1) content production and delivery, (2) testing, and (3) the in-class phase, there has been a shift away from mere content production towards an expansion of the model as well as a move towards fine adjustments of the three components.

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  • Springer-Verlag Berlin and Heidelberg GmbH & Co. KG Didaktik der Informatik: Grundlagen, Konzepte, Beispiele

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    Book SynopsisDer zeitgemäße Ansatz für den Informatikunterricht: Im ersten Teil erklärt der Autor wichtige lernpsychologische Grundlagen sowie allgemeine didaktische Prinzipien. Er gibt konkrete Hinweise für die Unterrichtsplanung und -durchführung. Im zweiten Teil folgt seine Begründung für ein Pflichtfach "Informatik" vor dem Hintergrund einer differenzierten Informationsgesellschaft. Aus diesen Überlegungen leitet er einen Ansatz für den Unterricht ab, der über die Schulung reiner Programmierfertigkeiten hinausgeht. Konkrete Unterrichtspläne verdeutlichen in dieser 3., überarbeiteten und erweiterten Auflage die praktische Vermittlung der Lerninhalte.Trade ReviewAus den Rezensionen zur 3. Auflage: "Hubwieser entwickelt ein didaktisches Konzept für den Informatikunterricht und stellt ausgearbeitete Unterrichtsbeispiele für die Sekundarstufen I und II vor. Im Praxisteil überarbeitete und erweiterte Neuauflage … eines von Lehrerstudenten und Lehrern stark nachgefragten Titels …" (Heckmann, in: ekz-Informationsdienst Einkaufszentrale für öffentliche Bibliotheken, 2007, Issue 50)Table of ContentsGrundlagen.- Lernpsychologische Fundierung.- Prinzipien didaktischen Handelns.- Theoretische Ansätze der allgemeinen Didaktik.- Unterrichtsplanung und -gestaltung.- Konzepte.- Informatische Bildung und Informatikunterricht.- Wozu Informatikunterricht?.- Entwurf einer Unterrichtsmethodik.- Die Lerninhalte.- Ein Gesamtkonzept.- Unterrichtsbeispiele.- Anfangsunterricht in Informatik.- Repräsentation von Information.- Funktionale Modellierung, Teil 1.- Datenmodellierung und Datenbanken.- Zustandsorientierte Modellierung.- Funktionale Modellierung, Teil 2.- Objektorientierte Modellierung.- Rekursive Datenstrukturen.- Formale Sprachen.- Rechnerkommunikation.- Das Halteproblem.- Das Musterprojekt InfoBank.

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  • Springer-Verlag Berlin and Heidelberg GmbH & Co. KG Algorithmic Adventures: From Knowledge to Magic

    15 in stock

    Book SynopsisThe ?rst and foremost goal of this lecture series was to show the beauty, depth and usefulness of the key ideas in computer science. While working on the lecture notes, we came to understand that one can recognize the true spirit of a scienti?c discipline only by viewing its contributions in the framework of science as a whole. We present computer science here as a fundamental science that, interacting with other scienti?c disciplines, changed and changes our view on the world, that contributes to our understanding of the fundamental concepts of science and that sheds new light on and brings new meaning to several of these concepts. We show that computer science is a discipline that discovers spectacular, unexpected facts, that ?nds ways out in seemingly unsolvable s- uations, and that can do true wonders. The message of this book is that computer science is a fascinating research area with a big impact on the real world, full of spectacular ideas and great ch- lenges. It is an integral part of science and engineering with an above-average dynamic over the last 30 years and a high degree of interdisciplinarity. The goal of this book is not typical for popular science writing, whichoftenrestrictsitselftooutliningtheimportanceofaresearch area. Whenever possible we strive to bring full understanding of the concepts and results presented.Trade ReviewFrom the reviews: "A lucid exposition of fundamental ideas, concepts and methods of computer science, their essence and their limits, delightfully represented, and easily understandable for a broad readership. Scientific writing at its best." (Peter Widmayer, ETH Zürich)“This book originated from a series of lectures given by the author to describe what computer science is and what its principle Ideas are. Algorithms are the key concept of this book. … The inclusion of problems makes the book more than a personal reflection. The style is lively and avoids unnecessary jargon. With a good teacher, it could be suitable as a textbook on the foundations of computer science in an undergraduate classroom.” (Anthony J. Duben, ACM Computing Reviews, February, 2010)“This is a very readable book on theoretical computer science, written for nonspecialists. … Practical applications are illustrated by examples from DNA computing and quantum mechanics. … Summing Up: Recommended. Lower- and upper-division undergraduates and general readers.” (M. Bona, Choice, Vol. 47 (5), January, 2010)“The author is an acclaimed computer scientist and he proves why: apart from being an aggressive researcher, he is also an excellent teacher. Using his ability to teach complex computing topics in an interesting way, he introduces to the reader the ‘power and the magic’ of the underlying principles. … It will certainly draw interest from both undergraduate and post-graduate students of computing and allied fields. … I do recommend this beautiful book for a scientific library … .” (Soubhik Chakraborty, ACM Computing Reviews, August, 2010)Table of ContentsThe Development of Computer Science: Not Just a Driving Licence.- Algorithmics: What Programming and Baking Have in Common.- Infinity Is Not Infinity: Why Infinity Is Infinitely Important in Computer Science.- The Limits of Computability: Why There Exist Tasks That Cannot Be Automatically Solved Using Computers.- Complexity Theory: What to Do When the Energy of the Universe Isn't Enough to Perform a Computation.- Randomness in Nature: A Source of Efficiency in Algorithmics.- Cryptography: How to Transform Drawbacks into Advantages.- Computing Using DNA Molecules: A Biological Computer on the Horizon.- Quantum Computers: Computing in the Wonderland of Particles.- How to Make a Good Decision for an Unknown Future: How to Foil an Adversary

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  • Springer Von Lernorten zu KIgestützten Lernräumen

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    Book SynopsisEinleitung.- Lernorte und Lerntechnologien.- Digitale Medien zum Lehren und Lernen.- Lernarchitekturen und Lernszenarien.- Kompetenzen für das Bildungspersonal.- Exkurs: Lernende Organisationen - Informelles Lernen.- Nachwort.

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  • Amazon Digital Services LLC - Kdp IA y Tecnologías Inmersivas en la Escuela

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  • ARCCHIE PUBLICATIONS SQL Demystified

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  • Brill Games and Education: Designs in and for Learning

    Out of stock

    Book SynopsisWe live in a time of educational transformations towards more 21st century pedagogies and learning. In the digital age children and young people need to learn critical thinking, creativity and innovation and the ability to solve complex problems and challenges. Traditional pedagogies are in crisis and many pupils experience school as both boring and irrelevant. As a response educators and researchers need to engage in transforming education through the invention of new designs in and for learning. This book explores how games can provide new ideas and new designs for future education. Computer games have become hugely popular and engaging, but as is apparent in this book, games are not magical solutions to making education more engaging, fun and relevant. Games and Education explores new designs in and for learning and offer inspiration to teachers, technologists and researchers interested in changing educational practices. Based on contributions from Scandinavian researchers, the book highlights participatory approaches to research and practice by providing more realistic experiences and models of how games can facilitate learning in school.Table of ContentsForeword  James Paul Gee Preface Acknowledgements List of Illustrations Notes on Contributors Introduction: Scandinavian Perspectives  Hans Christian Arnseth, Thorkild Hanghøj, Thomas Duus Henriksen, Morten Misfeldt, Robert Ramberg and Staffan Selander Part 1: Designs in Learning 1. Digital Games and Simulations for Learning  Staffan Selander, Victor Lim Fei, Mats Wiklund and Uno Fors 2. Unpacking the Domains and Practices of Game-Oriented Learning  Thorkild Hanghøj, Morten Misfeldt, Jeppe Bundsgaard and Simon Skov Fougt 3. Game-Based Learning in the Dialogical Classroom: Videogames for Collaborative Reasoning about Morality and Ethics in Citizenship Education  Filipa de Sousa 4. Designing for Increased Participation by Using Game-Informed Learning and Role Play: Pupils as Co-Researchers in a Study on Democracy  Johanna Öberg 5. Stories about History: Exploring Central Elements When Students Design Game Narratives  Kristine Øygardslia Part 2: Designs for Learning 6. A Theory of Play Dynamics  Jari Due Jessen and Carsten Jessen 7. Games as Tools for Dialogic Teaching and Learning: Outlining a Pedagogical Model for Researching and Designing Game-Based Learning Environments  Hans Christian Arnseth, Thorkild Hanghøj and Kenneth Silseth 8. Learning and Design Processes in a Gamified Learning Design: Students Creating Curriculum-Based Digital Learning Games  Charlotte Lærke Weitze 9. Designing with Teachers: Contrasting Teachers’ Experiences of the Implementation of a Gamified Application for Foreign Language Learners  Caroline Cruaud 10. Group Processes in Learning Games for Adults  Thomas Duus Henriksen 11. Motivated Learning through Production-Oriented Game Development  Henrik Schoenau-Fog, Lise Busk Kofoed, Lars Reng and Olga Timcenko Index

    Out of stock

    £42.40

  • Brill Games and Education: Designs in and for Learning

    Out of stock

    Book SynopsisWe live in a time of educational transformations towards more 21st century pedagogies and learning. In the digital age children and young people need to learn critical thinking, creativity and innovation and the ability to solve complex problems and challenges. Traditional pedagogies are in crisis and many pupils experience school as both boring and irrelevant. As a response educators and researchers need to engage in transforming education through the invention of new designs in and for learning. This book explores how games can provide new ideas and new designs for future education. Computer games have become hugely popular and engaging, but as is apparent in this book, games are not magical solutions to making education more engaging, fun and relevant. Games and Education explores new designs in and for learning and offer inspiration to teachers, technologists and researchers interested in changing educational practices. Based on contributions from Scandinavian researchers, the book highlights participatory approaches to research and practice by providing more realistic experiences and models of how games can facilitate learning in school.Table of ContentsForeword  James Paul Gee Preface Acknowledgements List of Illustrations Notes on Contributors Introduction: Scandinavian Perspectives  Hans Christian Arnseth, Thorkild Hanghøj, Thomas Duus Henriksen, Morten Misfeldt, Robert Ramberg and Staffan Selander Part 1: Designs in Learning 1. Digital Games and Simulations for Learning  Staffan Selander, Victor Lim Fei, Mats Wiklund and Uno Fors 2. Unpacking the Domains and Practices of Game-Oriented Learning  Thorkild Hanghøj, Morten Misfeldt, Jeppe Bundsgaard and Simon Skov Fougt 3. Game-Based Learning in the Dialogical Classroom: Videogames for Collaborative Reasoning about Morality and Ethics in Citizenship Education  Filipa de Sousa 4. Designing for Increased Participation by Using Game-Informed Learning and Role Play: Pupils as Co-Researchers in a Study on Democracy  Johanna Öberg 5. Stories about History: Exploring Central Elements When Students Design Game Narratives  Kristine Øygardslia Part 2: Designs for Learning 6. A Theory of Play Dynamics  Jari Due Jessen and Carsten Jessen 7. Games as Tools for Dialogic Teaching and Learning: Outlining a Pedagogical Model for Researching and Designing Game-Based Learning Environments  Hans Christian Arnseth, Thorkild Hanghøj and Kenneth Silseth 8. Learning and Design Processes in a Gamified Learning Design: Students Creating Curriculum-Based Digital Learning Games  Charlotte Lærke Weitze 9. Designing with Teachers: Contrasting Teachers’ Experiences of the Implementation of a Gamified Application for Foreign Language Learners  Caroline Cruaud 10. Group Processes in Learning Games for Adults  Thomas Duus Henriksen 11. Motivated Learning through Production-Oriented Game Development  Henrik Schoenau-Fog, Lise Busk Kofoed, Lars Reng and Olga Timcenko Index

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  • Brill Turn to Film: Film in the Business School

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    Book SynopsisTurn to Film: Film in the Business School offers creative and powerful uses of film in the business school classroom and surveys the pedagogical and performative value of watching films with students. This volume examines not only how film offers opportunities for learning and investigation, but also how they can be sources of ideological poison, self-delusion and mis-representation. Throughout the text, renowned contributors embrace film’s power to embark on new adventures of thought by inventing images and signs, and by bringing novel concepts and fresh perspectives to the classroom. If film often reveals organizational dysfunctionality and absurdity, it also teaches us to understand the other, to see difference, and to accept experimentation. A wide spectra of films are examined for their pedagogical value in terms of what can be learned, explored and discussed by teaching with film and how film can be used as a tool of research and investigation. The book sees film in the classroom as an educational challenge wherein rich learning and personal development are encouraged.Table of ContentsNotes on Contributors Introduction Part 1: Film & Management 1. The Future Is Now!  Robert S. Earhart 2. Caligula – A Teratology of Power  Rémi Jardat> 3. The Limits of Control – Illusion or Delusion?  Peter Pelzer 4. Mentors and Mentees in Managerial Films  Charles Egert 5. Exploring Visual Production of Entrepreneurship: SoundCloud Going ‘All In’ with Adidas  David Sköld and Mikolaj Dymek Part 2: Audience in the Classroom 6. Who’s the Boss? Leadership, Fiction and Power According to “The Boss-of-It-All”  Philippe Mairesse and Stephane Debenedetti 7. Do We Have a Leader?  Robert van Boeschoten and Vincent Pieterse 8. Film as Shock to Thought  Luc Peters> 9. The Terrifying Thing with Film as Business Education and Research  Perttu Salovaara and Martin Wood Part 3: Film & Meaning 10. From the “Reel World” to Organizational Metaphors: Dialogue in a Parallel Discourse with Marshal McLuhan  Yvon Pesqueux 11. Adaptation: Not to Give in and Not to Give Up  Jean-Luc Moriceau 12. Nobody Knows My Tokyo Sonata: Or What does the Benshi Know?  Hugo Letiche 13. Conclusions: Affect and Ethics in Business and Management Education  Hugo Letiche 14. Films and Suggestion for Their Use &emps;Hugo Letiche and Jean-Luc Moriceau Index

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    £52.80

  • Brill The Translational Design of Universities: An Evidence-Based Approach

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    Book SynopsisWhilst schools are transforming their physical and virtual environments at a relatively glacial pace in most countries across the globe, universities are under extreme pressure to adapt to the rapid emergence of the virtual campus. Competition for students by online course providers is resulting in a rapidly emerging understanding of what the nature of the traditional campus will look like in the 21st century. The blended virtual and physical technology enabled, hybrid learning environments now integrate the face-to-face and online virtual experience synchronously and asynchronously. Local branch campuses are emerging in city and town centres and international branch campuses are growing at a rapid rate. There is increasing pressure at various levels, i.e. the city, the urban and the campus, to create formal and informal learning spaces as well as re-purposing the library and social or third-spaces. Many new hybrid campus developments are not based on any form of rigorous scholarly evidence. The risk is that many of these projects may fail. In taking an evidence-based approach this book seeks to align with the model of translational research from medical practice, using a modified ‘translational design’ approach. The majority of the chapter material comes from the scholarly work of doctoral graduates and their dissertations. This book is the second in a series on the evidence-based translational design of educational institutions, with the first volume focussing on schools. This volume on Higher Education covers the city to the classroom and those elements in between. It also explores what the future might look like as judgements are made about what works in campus planning and design in our rapidly changing virtual and physical worlds. Contributors are: Neda Abbasi, Ronald Beckers, Flavia Curvelo Magdaniel, Mollie Dollinger, Robert A. Ellis, Kenn Fisher, Barry J. Fraser, Kobi (Jacov) Haina, Rifca Hashimshony, Leah Irving, Marian Mahat, Saadia Majeed, Jacqueline Pizzuti-Ashby, Leanne Rose-Munro, Mahmoud Reza Saghafi, Panayiotis Skordi, Alejandra Torres-Landa Lopez, and Ji Yu.Table of ContentsForeword: University Campuses as Complex Adaptive Assemblages  Wes Imms Preface Notes on Contributors List of Figures and Tables Part 1: Emerging Trends in Higher Education and their Impact on the Physical Campus Introduction to Part 1  Kenn Fisher 1. The Translational Design of Universities: From Campus to Classroom  Kenn Fisher 2. Scoping the Future of the Higher Education Campus  Kenn Fisher 3. Designing the University of the Future  Rifca Hashimshony and Jacov Haina 4. The Relationship between Innovation, Campuses and Cities: Lessons about Synergy from the Development of the MIT in Cambridge  Flavia Curvelo Magdaniel 5. “The Third Teacher” of the XXI Century: Educational Infrastructure, its Problems and Challenges  Alejandra Torres-Landa Lopez Part 2: The Socio-Cultural Implications in Aligning Virtual and Physical Learning Spaces Introduction to Part 1  Kenn Fisher 6. Virtual Worlds in Higher Education: Embodied Experiences of Academics  Leah Irving 7. The Assessment of the Psychosocial Learning Environment of University Statistics Classrooms  Panayiotis Skordi and Barry J. Fraser 8. Learning Space Design in Higher Education  Ronald Beckers 9. Implementing Grounded Theory in Research on Blended Learning Environments  Mahmoud Reza Saghafi 10. Modelling Learning Space and Student Learning in Higher Education: An Evidence-Based Exploration  Ji Yu 11. Mind the Gap: Co-Created Learning Spaces in Higher Education  Marian Mahat and Mollie Dollinger Part 3: Evaluating Learning Space/Place Planning and Design, and the Implications for Future Campus Planning and Design Introduction to Part 1  Kenn Fisher 12. A Critical Review of Post 2012 Scholarly Literature on the Evidence-Based Design and Evaluation of New Generation Active Learning Environments  Kenn Fisher and Robert A. Ellis 13. Designing for the Future: The Post-Occupancy Evaluation of the Peter Jones Learning Centre  Jacqueline Pizzuti-Ashby 14. Defining Quality in Academic Library Spaces: Criteria to Guide Space Planning and Ongoing Evaluation  Neda Abbasi and Kenn Fisher 15. At-scale Innovative University Learning Spaces of the Future: An Approach to Evidencing and Evaluating What Works?  Leanne Rose-Munro and Saadia Majeed 16. Afterword: 21st C Learner Modalities  Kenn Fisher

    Out of stock

    £48.33

  • Brill The Translational Design of Universities: An

    Out of stock

    Book SynopsisWhilst schools are transforming their physical and virtual environments at a relatively glacial pace in most countries across the globe, universities are under extreme pressure to adapt to the rapid emergence of the virtual campus. Competition for students by online course providers is resulting in a rapidly emerging understanding of what the nature of the traditional campus will look like in the 21st century. The blended virtual and physical technology enabled, hybrid learning environments now integrate the face-to-face and online virtual experience synchronously and asynchronously. Local branch campuses are emerging in city and town centres and international branch campuses are growing at a rapid rate. There is increasing pressure at various levels, i.e. the city, the urban and the campus, to create formal and informal learning spaces as well as re-purposing the library and social or third-spaces. Many new hybrid campus developments are not based on any form of rigorous scholarly evidence. The risk is that many of these projects may fail. In taking an evidence-based approach this book seeks to align with the model of translational research from medical practice, using a modified ‘translational design’ approach. The majority of the chapter material comes from the scholarly work of doctoral graduates and their dissertations. This book is the second in a series on the evidence-based translational design of educational institutions, with the first volume focussing on schools. This volume on Higher Education covers the city to the classroom and those elements in between. It also explores what the future might look like as judgements are made about what works in campus planning and design in our rapidly changing virtual and physical worlds. Contributors are: Neda Abbasi, Ronald Beckers, Flavia Curvelo Magdaniel, Mollie Dollinger, Robert A. Ellis, Kenn Fisher, Barry J. Fraser, Kobi (Jacov) Haina, Rifca Hashimshony, Leah Irving, Marian Mahat, Saadia Majeed, Jacqueline Pizzuti-Ashby, Leanne Rose-Munro, Mahmoud Reza Saghafi, Panayiotis Skordi, Alejandra Torres-Landa Lopez, and Ji Yu.Table of ContentsForeword: University Campuses as Complex Adaptive Assemblages  Wes Imms Preface Notes on Contributors List of Figures and Tables Part 1: Emerging Trends in Higher Education and their Impact on the Physical Campus Introduction to Part 1  Kenn Fisher 1. The Translational Design of Universities: From Campus to Classroom  Kenn Fisher 2. Scoping the Future of the Higher Education Campus  Kenn Fisher 3. Designing the University of the Future  Rifca Hashimshony and Jacov Haina 4. The Relationship between Innovation, Campuses and Cities: Lessons about Synergy from the Development of the MIT in Cambridge  Flavia Curvelo Magdaniel 5. “The Third Teacher” of the XXI Century: Educational Infrastructure, its Problems and Challenges  Alejandra Torres-Landa Lopez Part 2: The Socio-Cultural Implications in Aligning Virtual and Physical Learning Spaces Introduction to Part 1  Kenn Fisher 6. Virtual Worlds in Higher Education: Embodied Experiences of Academics  Leah Irving 7. The Assessment of the Psychosocial Learning Environment of University Statistics Classrooms  Panayiotis Skordi and Barry J. Fraser 8. Learning Space Design in Higher Education  Ronald Beckers 9. Implementing Grounded Theory in Research on Blended Learning Environments  Mahmoud Reza Saghafi 10. Modelling Learning Space and Student Learning in Higher Education: An Evidence-Based Exploration  Ji Yu 11. Mind the Gap: Co-Created Learning Spaces in Higher Education  Marian Mahat and Mollie Dollinger Part 3: Evaluating Learning Space/Place Planning and Design, and the Implications for Future Campus Planning and Design Introduction to Part 1  Kenn Fisher 12. A Critical Review of Post 2012 Scholarly Literature on the Evidence-Based Design and Evaluation of New Generation Active Learning Environments  Kenn Fisher and Robert A. Ellis 13. Designing for the Future: The Post-Occupancy Evaluation of the Peter Jones Learning Centre  Jacqueline Pizzuti-Ashby 14. Defining Quality in Academic Library Spaces: Criteria to Guide Space Planning and Ongoing Evaluation  Neda Abbasi and Kenn Fisher 15. At-scale Innovative University Learning Spaces of the Future: An Approach to Evidencing and Evaluating What Works?  Leanne Rose-Munro and Saadia Majeed 16. Afterword: 21st C Learner Modalities  Kenn Fisher

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    £104.00

  • Brill Enhancing Science Learning through Learning Experiences outside School (LEOS): How to Learn Better during Visits to Museums, Science Centers, and Science Fieldtrips

    Out of stock

    Book SynopsisThe authors provide practical, research-informed, guidelines and detailed lesson plans that improve learning of chemical, physical, biological, and Earth & space sciences. The context for learning is the myriad of exciting opportunities provided by informal science institutions such as zoos, museums, space centers and the outdoors. Many such institutions seek to educate the public and inspire budding scientists. Visits outside school help students relate science to everyday life, providing strong motivation to learn science for all abilities. This book shows the key to making such visits effective, is when they are linked to classroom learning using a learning management system, drawing upon modern students’ fascination with digital technologies and mobile devices.Trade Review"The need to enhance the quality of the learning of science that takes place in formal educational contexts (schools) is now recognised world-wide. The value of other contexts as such- for example, museums, zoos, botanical gardens, and computer-based access to these- are gradually being identified and their contribution to the learning in formal contexts established. At the same time, the descriptors of the learning that may take place- free-choice, non-formal, informal – are being refined. This plethora of opportunities places great demands on science teachers, who have to address definite learning objectives in particular subjects –normally physics, chemistry, biology, earth science- and with specific groups of students. This volume gives practical advice, based on research, to teachers on how this may best be done. By using that advice, teachers will most effectively prepare students for the multi-model world in which the social media play an increasing part." - John K. Gilbert, Professor Emeritus, The University of ReadingTable of ContentsForeword  David F. Treagust About the Cover List of Figures and Tables Part 1: What Research Has to Tell Teachers about Learning Experiences outside School (LEOS) Chapter 1: Enhancing Science Learning  Chapter Overview  Introduction  Educational Context  Research in LEOS  Structure and Organization of the Book  Assumptions and Terms Used in LEOS Writing and Literature Chapter 2: Formal, Informal, Non-Formal Learning & Free-Choice Learning  Chapter Overview  Introduction  Theories of Learning  Behaviorist Theories of Learning  Constructivism  Social Constructivism  Sociocultural Theories of Learning  Types of Learning  Formal Learning  Non-Formal Learning  Informal Learning Chapter 3: Learning Experiences outside School  Chapter Overview  Introduction  Ways by Which LEOS May Be Facilitated  Learning Environments and LEOS  LEOS: Implications for School Science Chapter 4: The Learner-Integrated Field Trip Inventory (LIFTI)  Chapter Overview  Introduction  Learner-Integrated Field Trip Inventory (LIFTI) Chapter 5: Integrating Formal, Informal and Non-Formal Learning Using the Digitally-Integrated Fieldtrip Inventory (DIFI)  Chapter Overview  Introduction  Blended Learning  The Digitally-Integrated Fieldtrip Inventory (DIFI) Part 2: The Practice of Learning Experiences outside School Chapter 6: Learning Biological Sciences via Learning Experiences outside School  Introduction  Biological Sciences  Reflections and Conclusions Chapter 7: Learning Chemical Sciences via Learning Experiences outside School  Introduction  Chemical Sciences  Reflections and Conclusions Chapter 8: Learning Earth & Space Sciences via Learning Experiences outside School  Introduction  Earth & Space Sciences  Reflections and Conclusions Chapter 9: Learning Physical Sciences via Learning Experiences outside School  Introduction  Physical Sciences  Reflections and Conclusions Appendix: The New Zealand Curriculum and Science Curriculum Index

    Out of stock

    £104.00

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