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Gamification and Artificial Intelligence during COVID-19: Case Studies in Health and Education, Carmen Bueno Munoz, Jose Angel Lopez Sanchez, Luis R. Murillo Zamorano


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Автор: Carmen Bueno Munoz, Jose Angel Lopez Sanchez, Luis R. Murillo Zamorano
Название:  Gamification and Artificial Intelligence during COVID-19: Case Studies in Health and Education
ISBN: 9783631869871
Издательство: Peter Lang
Классификация:

ISBN-10: 3631869878
Обложка/Формат: Hardback
Страницы: 130
Вес: 0.25 кг.
Дата издания: 19.01.2022
Язык: English
Издание: New ed
Размер: 210 x 148 x 22
Читательская аудитория: Professional & vocational
Рейтинг:
Поставляется из: Англии
Описание:

The health emergency caused by COVID-19 has been a global challenge. During this period, it was necessary to quickly develop solutions that were able to cope with the pandemic and help mitigate the effects that the new coronavirus was causing in many sectors. This book analyzes how gamification and artificial intelligence (AI) have been used during the COVID-19 pandemic in health and education. To this end, a review of the main applications of gamification and AI during this period is made. We also analyze four cases framed in health care and education in which both resources, gamification and AI, are combined and their usefulness in the context characterized by COVID-19 is analyzed. Finally, some of the ethical issues surrounding gamification and AI in this scenario are examined.


Дополнительное описание:

Gamification – Artificial intelligence – Health – Education – COVID-19 – Digital transformation – Digital experiences – Business activity – Economic growth – Ethical issues





Actionable gamification: beyond points,

Автор: Yu-kai Chou, Chou
Название: Actionable gamification: beyond points,
ISBN: 0692673334 ISBN-13(EAN): 9780692673331
Издательство: Неизвестно
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Цена: 8276.00 р.
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Gamification in Learning and Education

Автор: Sangkyun Kim; Kibong Song; Barbara Lockee; John Bu
Название: Gamification in Learning and Education
ISBN: 3319472828 ISBN-13(EAN): 9783319472829
Издательство: Springer
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Цена: 12196.00 р.
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Описание:

This book explores the theoretical foundations of gamification in learning and education. It has become increasingly difficult to engage and motivate students. Gamification not only makes learning interesting, but also allows game players to solve problems and learn lessons through repeated attempts and failures. This 'positive failure' can motivate students to attempt a difficult mission. Chapters in this volume cover topics such as the definition and characteristics of gamification, gamification in learning and education, theories, research on gamification, framework, strategy, and cases.

Artificial Intelligence and Inclusive Education

Автор: Jeremy Knox; Yuchen Wang; Michael Gallagher
Название: Artificial Intelligence and Inclusive Education
ISBN: 9811381607 ISBN-13(EAN): 9789811381607
Издательство: Springer
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Цена: 18294.00 р.
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Описание: This book brings together the fields of artificial intelligence (often known as A.I.) and inclusive education in order to speculate on the future of teaching and learning in increasingly diverse social, cultural, emotional, and linguistic educational contexts. This book addresses a pressing need to understand how future educational practices can promote equity and equality, while at the same time adopting A.I. systems that are oriented towards automation, standardisation and efficiency. The contributions in this edited volume appeal to scholars and students with an interest in forming a critical understanding of the development of A.I. for education, as well as an interest in how the processes of inclusive education might be shaped by future technologies. Grounded in theoretical engagement, establishing key challenges for future practice, and outlining the latest research, this book offers a comprehensive overview of the complex issues arising from the convergence of A.I. technologies and the necessity of developing inclusive teaching and learning.

To date, there has been little in the way of direct association between research and practice in these domains: A.I. has been a predominantly technical field of research and development, and while intelligent computer systems and ‘smart’ software are being increasingly applied in many areas of industry, economics, social life, and education itself, a specific engagement with the agenda of inclusion appears lacking. Although such technology offers exciting possibilities for education, including software that is designed to ‘personalise’ learning or adapt to learner behaviours, these developments are accompanied by growing concerns about the in-built biases involved in machine learning techniques driven by ‘big data’.
Bridging Human Intelligence and Artificial Intelligence

Автор: Albert Mark V., Lin Lin, Spector Michael J.
Название: Bridging Human Intelligence and Artificial Intelligence
ISBN: 3030847284 ISBN-13(EAN): 9783030847289
Издательство: Springer
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Цена: 18294.00 р.
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Описание: This edited volume is based on contributions from the TCET-AECT "Human-Technology Frontier: Understanding the Learning of Now to Prepare for the Work of the Future Symposium" held in Denton, Texas on May 16-18, sponsored by AECT.

Artificial Intelligence in Education

Автор: H. Chad Lane; Kalina Yacef; Jack Mostow; Philip Pa
Название: Artificial Intelligence in Education
ISBN: 3642391117 ISBN-13(EAN): 9783642391118
Издательство: Springer
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Цена: 12196.00 р.
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Описание: Student modeling and personalization.- Open-learner modeling.- Affective computing and engagement.- Educational data mining.- Learning together (collaborative learning and social computing).- Natural language processing.- Pedagogical agents.- Metacognition and self-regulated learning.- Feedback and scaffolding.- Designed learning activities.- Educational games and narrative.- Outreach and scaling up.

Artificial Intelligence, Mixed Reality, and the Redefinition of the Classroom

Автор: Martin Scott M.
Название: Artificial Intelligence, Mixed Reality, and the Redefinition of the Classroom
ISBN: 1475847270 ISBN-13(EAN): 9781475847277
Издательство: Rowman & Littlefield Publishers
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Цена: 20064.00 р.
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Описание: Artificial Intelligence, Mixed Reality, and the Redefinition of the Classroom highlights new interpretations, understandings, and emerging technologies that radically remake traditional educational models, structures, and systems, and upend how faculty teach, and students learn.

Gamification Strategies for Retention, Motivation, and Engagement in Higher Education: Emerging Research and Opportunities

Автор: Costello Robert
Название: Gamification Strategies for Retention, Motivation, and Engagement in Higher Education: Emerging Research and Opportunities
ISBN: 1799820807 ISBN-13(EAN): 9781799820802
Издательство: Mare Nostrum (Eurospan)
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Цена: 15048.00 р.
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Описание: Examines gaming technologies as effectively utilized learning tools to improve retention, engagement, motivation, and problem solving. Featuring a wide range of topics such as higher education, augmented reality, and socialization, this book is for academics, administrators, researchers, IT specialists, education professionals, and students.

Gamification Strategies for Retention, Motivation, and Engagement in Higher Education: Emerging Research and Opportunities

Автор: Costello Robert
Название: Gamification Strategies for Retention, Motivation, and Engagement in Higher Education: Emerging Research and Opportunities
ISBN: 1799820793 ISBN-13(EAN): 9781799820796
Издательство: Mare Nostrum (Eurospan)
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Цена: 19437.00 р.
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Описание: A key challenge facing higher education institutions is that of retaining students. Though gaming technologies are increasingly being used in support of learning initiatives, gamification can also assist with attendance by increasing engagement. By using gaming technology to map educational content, teachers can engage and motivate learners through adaptive infrastructures and game thinking challenges. Gamification Strategies for Retention, Motivation, and Engagement in Higher Education: Emerging Research and Opportunities is a critical scholarly resource that examines gaming technologies as effectively utilized learning tools to improve retention, engagement, motivation, and problem solving. Featuring a wide range of topics such as higher education, augmented reality, and socialization, this book is ideal for academicians, administrators, researchers, IT specialists, education professionals, and students

Research Anthology on Developments in Gamification and Game-Based Learning, VOL 4

Автор: Management Association Information R.
Название: Research Anthology on Developments in Gamification and Game-Based Learning, VOL 4
ISBN: 1668446650 ISBN-13(EAN): 9781668446652
Издательство: Mare Nostrum (Eurospan)
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Цена: 41194.00 р.
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Cases on Historical Thinking and Gamification in Social Studies and Humanities Education

Автор: Cosme Jesus Gomez Carrasco, Maria Martinez-Hita, Pedro Miralles Martinez
Название: Cases on Historical Thinking and Gamification in Social Studies and Humanities Education
ISBN: 1668452448 ISBN-13(EAN): 9781668452448
Издательство: Mare Nostrum (Eurospan)
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Цена: 25780.00 р.
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Описание: Proposes and analyses gamification as a pedagogical innovation that can enable the renewal of the teaching and learning process of history, facilitating the active learning of historical thinking concepts while influencing students` conceptions of history as a discipline and as a school subject.

Gamification-based e-learning strategies for computer programming education /

Автор: Queiros, Ricardo Alexandre Peixoto de,
Название: Gamification-based e-learning strategies for computer programming education /
ISBN: 1522510346 ISBN-13(EAN): 9781522510345
Издательство: Turpin
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Цена: 29568.00 р.
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Описание: Computer technologies are forever evolving and it is vital that computer science educators find new methods of teaching programming in order to maintain the rapid changes occurring in the field. One of the ways to increase student engagement and retention is by integrating games into the curriculum.Gamification-Based E-Learning Strategies for Computer Programming Education evaluates the different approaches and issues faced in integrating games into computer education settings. Featuring emergent trends on the application of gaming to pedagogical strategies and technological tactics, as well as new methodologies and approaches being utilized in computer programming courses, this book is an essential reference source for practitioners, researchers, computer science teachers, and students pursuing computer science.

Cases on Historical Thinking and Gamification in Social Studies and Humanities Education

Автор: Cosme Jesus Gomez Carrasco, Maria Martinez-Hita, Pedro Miralles Martinez
Название: Cases on Historical Thinking and Gamification in Social Studies and Humanities Education
ISBN: 1668452405 ISBN-13(EAN): 9781668452400
Издательство: Mare Nostrum (Eurospan)
Рейтинг:
Цена: 33541.00 р.
Наличие на складе: Есть у поставщика Поставка под заказ.

Описание: Proposes and analyses gamification as a pedagogical innovation that can enable the renewal of the teaching and learning process of history, facilitating the active learning of historical thinking concepts while influencing students` conceptions of history as a discipline and as a school subject.


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