The 27 papers collected in this volume describe video games for teaching students in the classroom and assess their effectiveness. An insightful paper from the Universities of Illinois and Nevada cont
The 14 chapters in this collection explore the possibilities of web-based software for supporting learning via group interaction. The contributors describe the different Web 2.0 and social software to
"This book identifies the role of digital technology in personalized learning, brings together research in personalized learning with a focus on cognitive, affective and metacogntive functionality of
"This book addresses cloud-based development concepts that offer a new way to educate the way we think, share, learn and collaborate inside and outside of the classroom, the impact of cloud computing
Education, engineering, educational technology, and other researchers from the US provide 15 chapters on user experience design methods and the development of educational technology. In the first s
Computer scientists with a philosophical bent and philosophers with a computer bent explore the overlap between the two realms. The overall themes are the philosophy of information, the philosophy of
The role of computer-aided designs in modern manufacturing process is examined by Xu (mechanical engineering, U. of Auckland, New Zealand), who maintains that the integration of technology is absolute
This collection of sixteen articles on advanced topics in software development showcases current scholarship in the fields of computer software design, programming, and testing. The volume is divided
This collection of nineteen articles on model-driven software development showcases current scholarship in the design and deployment of domain-specific languages. Divided into four sections covering t
This collection introduces higher order neural network (HONN) group models and adaptive HONNs for simulating nonlinear data. The computer science chapters describe adaptive tolerance trees for transla
International contributors look at technical, social, and regulatory challenges related to computer security when governments and businesses wok collaboratively. Some specific topics include collabora
Deans (information technology and international business, U. of Richmond) and 10 contributors have written an introduction to the rapidly expanding world of social software and Web 2.0 technologies--a
The 18 contributions in this collection describe proven approaches to student learning and assessment, curriculum development, innovative teaching, and team projects that solidify classroom concepts a
This work addresses the complex issues associated with software engineering environment capabilities for designing and maintaining real-time embedded software systems. It provides theoretical foundati
"This book focuses on educational approaches that incorporate technology application and by which students may self-regulate their learning. It also focuses on modern day technology requirements in th
"This book examines the multiple definitions of caring pedagogies through a focus on programming and educators who are making emotional connections with students to support student achievement and clo
"This book focuses on non-traditional education, schools, non-profit or corporate learning and development and delves into the quilt that makes up the higher education space. It explores connectedness
"This book provides a design perspective on how the identified social issues can be solved through a design mentality. It comprises all design disciplines, such as industrial design, environmental des
"This book serves as a forum for the improvement of online education for schools and teachers planning to implement, or currently engaged in, e-learning. Focusing on online schooling and curriculum pr
"This book presents results of long standing our research that concern real time using the question-answer interactions of designers with accessible experience in developing systems. Accessible experi
This volume reprints 14 articles originally published in the International Journal of Games and Computer-mediated Simulations in 2012 and 2013. The opening chapters describe the role of the Micros