000 | 04102nam a22005535i 4500 | ||
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001 | 978-981-15-4952-6 | ||
003 | DE-He213 | ||
005 | 20210304043608.0 | ||
007 | cr nn 008mamaa | ||
008 | 200522s2020 si | s |||| 0|eng d | ||
020 | _a9789811549526 | ||
024 | 7 |
_a10.1007/978-981-15-4952-6 _2doi |
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040 | _cМУБИС | ||
050 | 4 | _aLC8-6691 | |
072 | 7 |
_aJNV _2bicssc |
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072 | 7 |
_aEDU039000 _2bisacsh |
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072 | 7 |
_aJNV _2thema |
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082 | 0 | 4 |
_a371.33 _223 |
245 | 1 | 0 |
_aRadical Solutions and eLearning _h[electronic resource] : _bPractical Innovations and Online Educational Technology / _cedited by Daniel Burgos. |
250 | _a1st ed. 2020. | ||
264 | 1 |
_aSingapore : _bSpringer Singapore : _bImprint: Springer, _c2020. |
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300 |
_aXVI, 247 p. 43 illus., 31 illus. in color. _bonline resource. |
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336 |
_atext _btxt _2rdacontent |
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337 |
_acomputer _bc _2rdamedia |
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338 |
_aonline resource _bcr _2rdacarrier |
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347 |
_atext file _bPDF _2rda |
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490 | 1 |
_aLecture Notes in Educational Technology, _x2196-4963 |
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505 | 0 | _a1 When Innovation Meets Technology at the University -- 2 Game-Based Learning in Mobile Devices in the Classroom -- 3 Virtual Reality for Immersive Learning Experiences -- 4 Augmented Reality for Participative Learning -- 5 Software Programming Through Building Blocks -- 6 Virtual Labs to Improve User Practice and Learning Outcomes -- 7 Social Networks Integrated in Formal Academic Programmes -- 8 A Student-Centred Approach as Multimedia Creator -- 9 Quality Research Through Peer-Assessment -- 10 Alternative Digital Credentials, Fully Integrated -- 11 Blockchain in Management Processes -- 12 Blockchain in Educational Methodologies -- 13 Technology and Practical Tools in the Classroom, to Improve the Teaching Skills -- 14 Case Study 1: Practical Use of Educational Technology in the Classroom -- 15 Case Study 2: Practical Use of Educational Technology in the Classroom. | |
520 | _aEducational Technology is the right couple to a radical innovation. Thanks to the appropriate technology in the right context with the best fit to the target audience, education can be drastically improved, meaning a better performance, competence achievement, match with the user’s expectations and with the market needs. Serious games, Virtual reality, Augmented reality, Remote labs, Online learning, Blockchain, Mobile learning and many other key technologies allow for a better explanation of so many subjects, and even more: for a complete student involvement and a full teacher engagement into the educational system. Technology gives another angle to the same content, provides the user with a personalised experience and pushes the limits of knowledge a little further, every time. This book presents a number of radical innovations through technology, from experienced cases studies, to be replicated and inspired by; a powerful resource handbook for cutting-edge education. | ||
650 | 0 | _aEducational technology. | |
650 | 0 | _aLearning. | |
650 | 0 | _aInstruction. | |
650 | 0 | _aHigher education. | |
650 | 1 | 4 |
_aEducational Technology. _0https://scigraph.springernature.com/ontologies/product-market-codes/O21000 |
650 | 2 | 4 |
_aLearning & Instruction. _0https://scigraph.springernature.com/ontologies/product-market-codes/O22000 |
650 | 2 | 4 |
_aHigher Education. _0https://scigraph.springernature.com/ontologies/product-market-codes/O36000 |
650 | 2 | 4 |
_aTechnology and Digital Education. _0https://scigraph.springernature.com/ontologies/product-market-codes/O47000 |
700 | 1 |
_aBurgos, Daniel. _eeditor. _4edt _4http://id.loc.gov/vocabulary/relators/edt |
|
710 | 2 | _aSpringerLink (Online service) | |
773 | 0 | _tSpringer Nature eBook | |
776 | 0 | 8 |
_iPrinted edition: _z9789811549519 |
776 | 0 | 8 |
_iPrinted edition: _z9789811549533 |
776 | 0 | 8 |
_iPrinted edition: _z9789811549540 |
830 | 0 |
_aLecture Notes in Educational Technology, _x2196-4963 |
|
856 | 4 | 0 | _uhttps://doi.org/10.1007/978-981-15-4952-6 |
942 |
_2ddc _cEBOOK |
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999 |
_c102473 _d102473 |