ECGBL 2020 14th European Conference on Game-Based Learning

ECGBL 2020 14th European Conference on Game-Based Learning

Author: Panagiotis Fotaris

Publisher: Academic Conferences limited

Published: 2020-09-24

Total Pages:

ISBN-13: 1912764709

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These proceedings represent the work of contributors to the 14th European Conference on Games Based Learning (ECGBL 2020), hosted by The University of Brighton on 24-25 September 2020. The Conference Chair is Panagiotis Fotaris and the Programme Chairs are Dr Katie Piatt and Dr Cate Grundy, all from University of Brighton, UK.


Proceedings of the 17th European Conference on Game-Based Learning

Proceedings of the 17th European Conference on Game-Based Learning

Author: Ton Spil

Publisher: Academic Conferences and publishing limited

Published: 2023-10-05

Total Pages: 950

ISBN-13: 1914587898

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These proceedings represent the work of contributors to the 24th European Conference on Knowledge Management (ECKM 2023), hosted by Iscte – Instituto Universitário de Lisboa, Portugal on 7-8 September 2023. The Conference Chair is Prof Florinda Matos, and the Programme Chair is Prof Álvaro Rosa, both from Iscte Business School, Iscte – Instituto Universitário de Lisboa, Portugal. ECKM is now a well-established event on the academic research calendar and now in its 24th year the key aim remains the opportunity for participants to share ideas and meet the people who hold them. The scope of papers will ensure an interesting two days. The subjects covered illustrate the wide range of topics that fall into this important and ever-growing area of research. The opening keynote presentation is given by Professor Leif Edvinsson, on the topic of Intellectual Capital as a Missed Value. The second day of the conference will open with an address by Professor Noboru Konno from Tama Graduate School and Keio University, Japan who will talk about Society 5.0, Knowledge and Conceptual Capability, and Professor Jay Liebowitz, who will talk about Digital Transformation for the University of the Future. With an initial submission of 350 abstracts, after the double blind, peer review process there are 184 Academic research papers, 11 PhD research papers, 1 Masters Research paper, 4 Non-Academic papers and 11 work-in-progress papers published in these Conference Proceedings. These papers represent research from Australia, Austria, Brazil, Bulgaria, Canada, Chile, China, Colombia, Cyprus, Czech Republic, Denmark, Finland, France, Germany, Greece, Hungary, India, Iran, Iraq, Ireland, Israel, Italy, Japan, Jordan, Kazakhstan, Kuwait, Latvia, Lithuania, Malaysia, México, Morocco, Netherlands, Norway, Palestine, Peru, Philippines, Poland, Portugal, Romania, South Africa, Spain, Sweden, Switzerland, Taiwan, Thailand, Tunisia, UK, United Arab Emirates and the USA.


ECGBL2015-9th European Conference on Games Based Learning

ECGBL2015-9th European Conference on Games Based Learning

Author: Robin Munkvold and Line Kolås

Publisher: Academic Conferences and publishing limited

Published: 2015-09-18

Total Pages: 825

ISBN-13: 1910810584

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These proceedings represent the work of researchers participating in the 9th European Conference on Games-Based Learning, which is being hosted this year by Nord-Trondelag University College, Steinkjer, Norway, on the 8-9 October 2015. The Conference has become a key platform for individuals to present their research findings, display their work in progress and discuss conceptual advances in many different areas and specialties within Games-Based Learning. It also offers the opportunity for like-minded individuals to meet, discuss and share knowledge. ECGBL continues to evolve and develop, and the wide range of papers and topics will ensure an interesting two-day conference. In addition to the main streams of the conference, there are mini tracks focusing on the areas of the design of multiplayer/collaborative serious games, applied Games and gamification, the teacher's role in game-based learning, games for STEM (Science, Technology, Engineering, Mathematics) learning, assessment of digital game-based learning and pervasive and ubiquitous gaming for learning. In addition to the presentations of research we are delighted to host the third year of the Serious Game competition, which provides an opportunity for educational game designers and creators to participate in the conference and demonstrate their game design and development skills in an international competition. This competition is again sponsored by SEGAN - Serious Games Network. With an initial submission of more than 60 games, 28 finalists will present their games at the conference. Prizes will be awarded to the games judged to demonstrate the best quality and originality of game play itself and the positioning and articulation of the game's contribution to the educational domain. With an initial submission of 190 abstracts, after the double blind peer review process, there are 75 research papers, 15 PhD research papers, 4 Non Academic papers and 8 work-in-progress papers published in these Conference Proceedings. These papers represent research from more than 40 countries, including Australia, Austria, Belgium, Brazil, Bulgaria, Canada, Czech Republic, Denmark, Finland, France, Germany, Greece, Hungary, Ireland, Israel, Italy, Japan, Malaysia, Norway, Portugal, Russia, Saudi Arabia, Slovakia, Slovenia, South Africa, Spain, Sweden, Switzerland, Taiwan/ROC, The Netherlands, The Netherlands, United Arab Emirates, UK and USA


Examining Multiple Intelligences and Digital Technologies for Enhanced Learning Opportunities

Examining Multiple Intelligences and Digital Technologies for Enhanced Learning Opportunities

Author: Zheng, Robert Z.

Publisher: IGI Global

Published: 2019-09-27

Total Pages: 393

ISBN-13: 1799802515

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Multiple intelligences (MI) as a cognitive psychology theory has significantly influenced learning and teaching. Research has demonstrated a strong association between individual intelligences and their cognitive processes and behaviors. However, it remains unknown how each of or a combination of these intelligences can be effectively optimized through instructional intervention, particularly through the use of emerging learning technology. On the other hand, while efforts have been made to unveil the relationship between information and communication technology (ICT) and individual learner performance, there is a lack of knowledge in how MI theory may guide the use of ICTs to enhance learning opportunities for students. Examining Multiple Intelligences and Digital Technologies for Enhanced Learning Opportunities is an essential reference book that generates new knowledge about how ICTs can be utilized to promote MI in various formal and informal learning settings. Featuring a range of topics such as augmented reality, learning analytics, and mobile learning, this book is ideal for teachers, instructional designers, curriculum developers, ICT specialists, educational professionals, administrators, instructors, academicians, and researchers.


Heritage Education for Climate Action

Heritage Education for Climate Action

Author: Irene G. Curulli

Publisher: John Wiley & Sons

Published: 2024-01-04

Total Pages: 292

ISBN-13: 1786309033

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Cultural heritage is increasingly recognized for its contributions to the transition to climate action, and heritage education can play an important role in developing climate adaptation competencies. These can foster positive dialogs surrounding climate change, shift attitudes and inspire actions. However, achieving these goals requires bridging the gap between policy, practice and local capacity building, as well as integrating a multi- and transdisciplinary approach into traditional higher education curricula and models. Bringing together knowledge, practice and experiences from different disciplinary silos, this book provides a wide set of innovative teaching and learning methods, tools and pedagogical models that can be adapted to heritage education in order to address climate issues. Organized into four parts, Heritage Education for Climate Action covers a wide array of international experiences, real-life cases and practices, focusing on heritage and resilience building, vulnerability and risk assessment, climate change adaptation, mitigation and policymaking. This book is therefore a source of suggestions and ideas for scholars, educators and professionals who want to develop future climate leadership and contribute to the transition of heritage education toward sustainable development and climate action.


Games and Learning Alliance

Games and Learning Alliance

Author: Manuel Gentile

Publisher: Springer

Published: 2019-01-31

Total Pages: 457

ISBN-13: 3030115488

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This book constitutes the refereed proceedings of the 7th International Conference on Games and Learning Alliance, GALA 2018, held in Palermo, Italy, in December 2018.The 38 revised regular papers presented together with 9 poster papers were carefully reviewed and selected from 68 submissions. The papers cover the following topics: games for skills training; game design; methods and tools; gamification and innovative game approaches.