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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.
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Learning Good Consent
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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.
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Is Technology Good for Education?
Digital technologies are a key feature of contemporary education.Schools, colleges and universities operate along high-tech lines, while alternate forms of online education have emerged to challenge the dominance of traditional institutions.According to many experts, the rapid digitization of education over the past ten years has undoubtedly been a ‘good thing’. Is Technology Good For Education? offers a critical counterpoint to this received wisdom, challenging some of the central ways in which digital technology is presumed to be positively affecting education.Instead Neil Selwyn considers what is being lost as digital technologies become ever more integral to education provision and engagement.Crucially, he questions the values, agendas and interests that stand to gain most from the rise of digital education. This concise, up-to-the-minute analysis concludes by considering alternate approaches that might be capable of rescuing and perhaps revitalizing the ideals of public education, while not denying the possibilities of digital technology altogether.
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The Good Robot : Why Technology Needs Feminism
What is good technology? Is ‘good’ technology even possible? And how can feminism help us work towards it? The Good Robot addresses these crucial questions through the voices of leading feminist thinkers, activists and technologists.Each thinker provides a snapshot of key challenges, questions and provocations in the field of feminism and technology. While the question of whether various AI and technological advances can be ethical is not new, the embedded nature of feminist perspectives pulls out whether this perceived ‘goodness’ or ‘wrongness’ might actually impact our lives in the 21st century.This book explores both the radical possibilities of technology to disrupt practices of patriarchy, colonialism, racism and beyond but also provides a significant critique of how we can contain the ethical possibilities of entities we cannot predict.In exploring unjust technological practices and engaging critical voices in the tech industry, the existing moral issues are brought to light as well as the possible ethical quagmires. This book opens a new space of discussion on digital technologies – one that insists that the future of AI is an urgent feminist issue.
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Technocolonialism : When Technology for Good is Harmful
With over 300 million people in need of humanitarian assistance, and with emergencies and climate disasters becoming more common, AI and big data are being championed as forces for good and as solutions to the complex challenges of the aid sector. This book argues, however, that digital innovation engenders new forms of violence and entrenches power asymmetries between the global South and North.Madianou develops a new concept, technocolonialism, to capture how the convergence of digital developments with humanitarian structures, state power and market forces reinvigorates and reshapes colonial legacies.The concept of technocolonialism shifts the attention to the constitutive role that digital infrastructures, data and AI play in accentuating inequities between aid providers and people in need. Drawing on ten years of research on the uses of digital technologies in humanitarian operations, the book examines a range of practices: from the normalization of biometric technologies and the datafication of humanitarian operations to experimentation in refugee camps, which are treated as laboratories for technological pilots.In so doing, the book opens new ground in the fields of humanitarianism and critical AI studies, and in the debates in postcolonial studies, by highlighting the fundamental role of digital technologies in reworking colonial genealogies.
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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.
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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.
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