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Fabian Arlt; Hans-Jürgen Arlt – SpringerBriefs in Education, 2023
This interesting book discusses why, as an activity, topic and metaphor, play and game have become an integral part of modern life. Empirically exemplary and theoretically grounded, this book discusses the developments and expansions in gaming, from easily accessible casual games to the galaxy-spanning gaming worlds of Massively Multiplayer Online…
Descriptors: Gamification, Video Games, Computer Games, Artificial Intelligence
Levine, Arthur; Van Pelt, Scott – Johns Hopkins University Press, 2021
The United States is in the midst of a profound transformation the likes of which hasn't been seen since the Industrial Revolution, when America's classical colleges adapted to meet the needs of an emerging industrial economy. Today, as the world shifts to an increasingly interconnected knowledge economy, the intersecting forces of technological…
Descriptors: Higher Education, Educational Change, Postsecondary Education, Educational History
Mak, Carry; Hong, Jacky – Learning Organization, 2020
Purpose: This paper aims to offer a contextualized and multi-stakeholder perspective for creating a learning organization (LO) 2.0. Design/methodology/approach: Based on a systematic review of the critiques of LO in the past three decades, this paper suggests some possible directions for the development of next-generation of LO (e.g. LO 2.0).…
Descriptors: Criticism, Models, Stakeholders, Design
Liu, Dejian; Huang, Ronghuai; Wosinski, Marek – Lecture Notes in Educational Technology, 2017
This book introduces readers to the current status of smart learning in China by providing extensive and accurate data from different contexts of smart learning. In particular, it investigates smart learning in smart cities, which extends the concept of smart learning to cover both formal and informal learning, and to support life-long learning.…
Descriptors: Foreign Countries, Educational Technology, Technology Uses in Education, Lifelong Learning
Becnel, Kim, Ed. – IGI Global, 2019
The emergent phenomena of virtual reality, augmented reality, and mixed reality is having an impact on ways people communicate with technology and with each other. Schools and higher education institutions are embracing these emerging technologies and implementing them at a rapid pace. The challenge, however, is to identify well-defined problems…
Descriptors: Educational Technology, Technology Uses in Education, Computer Simulation, Simulated Environment