Buy immersiveeducation.eu ?

Products related to Heteronomy:


  • The Future of Agency : Between Autonomy and Heteronomy
    The Future of Agency : Between Autonomy and Heteronomy

    In this thought-provoking volume, leading scholars address the multifaceted concept of agency, dissecting its significance, applications, and challenges across various domains, and situate agency in changing socio-historical contexts in which individuals as members of larger groups try to reconcile guiding norms and values with the material conditions of their lives. From sociological analyses to political explorations, the chapters traverse a rich landscape of ideas.The volume’s centerpiece (Part I) are two essays by lead authors Axel van den Berg, a prominent Canadian social theorist at McGill University in Montreal, and Emre Amasyali, a sociologist at Institut Barcelona d'Estudis Internacionals (IBEI), along with responses by other prominent social theorists provide reactions to and assessments of the two pieces, with a reply to critics by the authors.The second and third parts do not address the concept of agency explicitly, but they do provide treatments of the larger context in which the phenomenon is situated.Part Two includes an analysis of the relevance of the category of social class via Erik Olin Wright’s reception of Max Weber and a reconstruction of how the idea of a guaranteed minimum (or basic) income can be traced alongside the history of social theory, beginning with Hegel.Part Three reflect on political transformations that have manifested in the United States in recent years, which are having a bearing on the reality of agency, and on opportunities to create documentaries in order to relay social-theoretical ideas and concepts to larger audiences. The Future of Agency ignites intellectual curiosity, challenges assumptions, and redefines our understanding of human agency and its ever-evolving role in our complex world.

    Price: 95.00 £ | Shipping*: 0.00 £
  • Museums and Interactive Virtual Learning
    Museums and Interactive Virtual Learning

    Museums and Interactive Virtual Learning provides informal educators with practical resources that will help them to build dynamic digital engagement experiences within their own cultural organizations. Presenting vignettes from experienced museum educators and end users, as well as scientific data and practical resources, the book highlights the mutual benefits that Interactive Virtual Learning (IVL) programs offer to the museum and those visiting from a distance.Chapters mirror the step-by-step process of developing reputable IVL programs and emphasize how important it is for cultural organizations to encourage cross-departmental collaboration, if they wish to ensure that their programs align with the overall goals of the organization.Providing a thorough overview of the technologies, budget, marketing and staff requirements, the authors offer a realistic depiction of the work involved in building content for digital engagement.Emphasizing the importance of assessing existing programming, the book shows how institutions can adapt content to fit a virtual format and create inclusive digital engagement opportunities that reach local, national, and international audiences. Museums and Interactive Virtual Learning is an essential guide for professionals who are tasked with interpreting the content of a cultural organization and building lasting digital engagement opportunities.It will be particularly useful to those looking to reach diverse audiences.

    Price: 33.99 £ | Shipping*: 0.00 £
  • Technologies, Innovation, and Change in Personal and Virtual Learning Environments
    Technologies, Innovation, and Change in Personal and Virtual Learning Environments

    Over the last decade there continues to be an increase in the technology and how it affects our lives.Since then the incorporation of electronic databases and other communication tools for students, faculty and staff, virtual learning environments have become an important innovation in the student learning experience. Technologies, Innovation, and Change in Personal and Virtual Learning Environments presents a widespread collection of research on the growth, innovation and implementation of learning technologies for educators, technologists and trainers.The book is a useful source for academics and professionals interested in information and communication technologies.

    Price: 175.00 £ | Shipping*: 0.00 £
  • Science, Technology And Innovation Indicators : Lessons from the Development Experience in Africa
    Science, Technology And Innovation Indicators : Lessons from the Development Experience in Africa


    Price: 39.95 £ | Shipping*: 0.00 £
  • What are autonomy and heteronomy according to Kant?

    Autonomy, according to Kant, is the ability to make decisions and act according to one's own rational will, guided by moral principles that one gives to oneself. It involves self-governance and the ability to act independently, free from external influences. Heteronomy, on the other hand, refers to being influenced by external factors such as desires, emotions, or societal norms when making decisions, rather than relying on one's own rational will. Kant believed that true moral worth comes from acting autonomously, based on duty and reason, rather than being driven by external forces.

  • Are virtual experience worlds created on DJI's website?

    No, virtual experience worlds are not created on DJI's website. DJI's website primarily focuses on showcasing their products, providing information about their technology, and offering support for their customers. Virtual experience worlds are typically created using virtual reality technology and software, and are often found on platforms specifically designed for virtual experiences, such as virtual reality gaming platforms or virtual tour websites.

  • What is an important learning experience?

    An important learning experience is one that challenges and expands our understanding, skills, and perspectives. It often involves stepping out of our comfort zone and encountering new ideas or situations that push us to grow. This could be through making mistakes, receiving constructive feedback, or engaging in meaningful discussions with others. Ultimately, an important learning experience helps us to develop as individuals and gain valuable insights that can be applied to future endeavors.

  • Does anyone have experience learning Turkish?

    Yes, I have experience learning Turkish. I have taken classes and used language learning apps to improve my Turkish language skills. I have also practiced speaking with native Turkish speakers to further enhance my fluency and understanding of the language. Overall, my experience learning Turkish has been challenging but rewarding.

Similar search terms for Heteronomy:


  • Technology for the Language Classroom : Creating a 21st Century Learning Experience
    Technology for the Language Classroom : Creating a 21st Century Learning Experience

    This volume in the ALLC series offers current and soon-to-be professionals in the ESL / EFL field a comprehensive guide to how to make the best use of technology to enhance the English language learning experience.The book has a predominant focus on practical insights that are based on successful real-life experiences at the classroom and study program level, including contributions from teachers in various countries.Nevertheless, there is also a strong foundation in existing research and literature as they relate to the needs of English language teachers.To promote reflective and exploratory practice, there is plenty of 'food-for-thought' for the reader. Although pre-service and in-service teachers represent the primary audience, the book is likely to be just as useful for language program administrators, researchers, curriculum and materials writers, and e-learning developers.

    Price: 27.99 £ | Shipping*: 0.00 £
  • Virtual Reality Technology
    Virtual Reality Technology

    Thorough overview of virtual reality technology fundamentals and latest advances, with coverage of hardware, software, human factors and applications, plus companion Laboratory Manual in Unity 3D. The Third Edition of the first comprehensive technical book on the subject of virtual reality, Virtual Reality Technology, provides updated and expanded coverage of VR technology, including where it originated, how it has evolved, and where it is going.Its primary objective is to be a complete, up-to-date textbook, as well as a source of information on a rapidly developing field of science and technology with broad societal impact. The two highly qualified authors cover all of the latest innovations and applications that are making virtual reality more important than ever before.Unlike other books on the subject, the book also includes a chapter on Human Factors, which are very important in designing technology around the human user. Virtual Reality Technology provides Instructors with a website-accessible Laboratory Manual using the Unity 3D game engine and programming language.Unity 3D is the preferred VR language these days and will prepare the student for the VR gaming and mobile applications industry.For universities Unity 3D is cost-effective as its student license is freely available. With comprehensive coverage of the subject, Virtual Reality Technology discusses sample topics such as: Input and output interfaces, including holographic displays, foveated head-mounted displays, neural interfaces, haptic and olfactory feedbackComputing architecture, with emphasis on the rendering pipeline, the graphics processing unit and distributed/edge renderingObject modeling, including physical and behavioral aspects, Artificial Intelligence controlled characters, and model management techniquesProgramming toolkits for virtual reality and the game production pipelineHuman factors issues such as user performance and sensorial conflict, cybersickness and societal impact aspects of VRApplication examples in medical education, virtual rehabilitation, virtual heritage, gaming, and military use of virtual reality. Virtual Reality Technology provides thorough and complete coverage of an in-demand sector of technology, making it a highly valuable resource for undergraduate and graduate students in computer science, engineering, and science, along with a variety of professionals across many different industries, including but not limited to engineering, gaming, healthcare, and defense.

    Price: 80.50 £ | Shipping*: 0.00 £
  • Creative Learning in Digital and Virtual Environments : Opportunities and Challenges of Technology-Enabled Learning and Creativity
    Creative Learning in Digital and Virtual Environments : Opportunities and Challenges of Technology-Enabled Learning and Creativity

    Originally published as a special issue of the Creativity Research Journal, this volume gives a balanced and reflective account of the challenges and opportunities of technology-enabled creative learning in contemporary societies. Providing a current and updated account of the challenges posed by the Coronavirus to online education, chapters more broadly offer conceptual reflections and empirically informed insights into the impact of technology on individual and collective creativity and learning.These thoughts are explored in relation to school achievement, the development of digital educational resources, online collaboration, and virtual working.Further, the book also considers how the creative use of technology poses risks to learning through the accidental or deliberate dissemination of misinformation, and online manipulation of common societal values in the era of COVID-19. Creative Learning in Digital and Virtual Environments looks at the connection between creativity, learning, and school achievement, and analyses the impact of virtual environments on creative expression.It will appeal to postgraduate students in the fields of creativity and learning, as well as to students and academics involved with broader research in areas such as the role of technology in education, e-Learning and distance education. Vlad P. Glaveanu is Associate Professor and Head of the Department of Psychology and Counselling at Webster University Geneva, Switzerland, as well as Associate Professor II at the University of Bergen, Norway. Ingunn Johanne Ness is a Senior Researcher at the Centre for the Science of Learning & Technology, University of Bergen, Norway. Constance de Saint Laurent is a Postdoctoral Researcher at the University of Bologna, Italy.

    Price: 38.99 £ | Shipping*: 0.00 £
  • Technology Innovation in Manufacturing
    Technology Innovation in Manufacturing

    This text identifies and discusses different technology innovation initiatives (TIIs) such as entrepreneurial capability, technology infrastructure capability, organizational culture and climate, and government initiatives.It further evaluates the relationship between various technology innovation initiatives and manufacturing performances using multi-criteria decision-making techniques such as fuzzy set theory (FST), structural equation modeling (SEM), and analytic hierarchy process (AHP).It will serve as an ideal reference text for graduate students and academic researchers in the field of industrial engineering, manufacturing engineering, mechanical engineering, automotive engineering. This book:• Discusses technology innovation initiatives such as entrepreneurial capability, technology infrastructure capability, and organizational culture. • Highlights technology innovation-strategy model in assisting manufacturing industries for enhancing their performance in today’s competitive environment. • Examines the effect of technology innovation initiatives on the performance of manufacturing industries. • Covers multi-criteria decision-making techniques such as fuzzy set theory, structural equation modeling, and analytic hierarchy process. • Explores the validation of fuzzy-based technology innovation model through structural equation modeling.

    Price: 115.00 £ | Shipping*: 0.00 £
  • What does innovation mean exactly?

    Innovation refers to the process of creating new ideas, products, or methods that bring about positive change or improvement. It involves thinking outside the box, taking risks, and challenging the status quo to develop something that is novel and valuable. Innovation can occur in various fields, such as technology, business, science, and the arts, and it often leads to advancements that benefit society as a whole. Overall, innovation is about pushing boundaries and finding creative solutions to address existing challenges or meet new needs.

  • What exactly does innovation mean?

    Innovation refers to the process of creating new ideas, products, or methods that bring about positive change or improvement. It involves thinking outside the box, taking risks, and challenging the status quo to develop something unique and valuable. Innovation can occur in various fields such as technology, business, science, and art, and is essential for driving progress and growth in society.

  • Do you have experience with learning tips?

    Yes, I have experience with learning tips. I have learned various techniques to improve my learning efficiency and retention, such as creating a study schedule, using mnemonic devices, practicing active recall, and breaking down complex information into smaller chunks. These tips have helped me to better understand and remember the material I am studying.

  • Does anyone have experience with distance learning?

    Yes, I have experience with distance learning. I have taken online courses and completed a degree program through distance learning. I found it to be a convenient and flexible way to pursue my education while balancing other responsibilities. However, it did require self-discipline and strong time management skills to stay on track with assignments and deadlines. Overall, my experience with distance learning was positive and allowed me to achieve my educational goals.

* All prices are inclusive of VAT and, if applicable, plus shipping costs. The offer information is based on the details provided by the respective shop and is updated through automated processes. Real-time updates do not occur, so deviations can occur in individual cases.