Coles

Loading Inventory...
Advanced Technologies and the University of FutureAdvanced Technologies and the University of Future

Advanced Technologies and the University of Future in Ottawa, ON

By None

Current price: $167.79
Original price: $209.63
Visit retailer's website
Advanced Technologies and the University of Future

By None

Advanced Technologies and the University of Future in Ottawa, ON

Current price: $167.79
Original price: $209.63
Loading Inventory...

Size: Kobo eBook

Visit retailer's website
*Product information may vary - to confirm product availability, pricing, shipping and return information please contact Coles
This book offers a comprehensive framework, compiling solutions and evidence from various sections that illustrate how technology can shape both the learning experience and the organizational structure of higher education institutions. The integration of technology in higher education, including advancements such as AI, large language models (LLMs), the metaverse, and gamification techniques, has sparked significant interest among academics and researchers. This technological evolution is not only influencing research and teaching but is also transforming universities at every level. The book envisions the university of the future, providing ideas to foster collaboration and enhance research. The full text is structured into 32 chapters organized into five sections, each exploring different technologies that can or have been applied in higher education. Extended Reality (XR): It includes the reality-virtuality continuum, which includes augmented reality (AR), mixed reality (MR), virtual reality (VR), haptic devices, and more recently the metaverse. Artificial Intelligence (AI): It includes everything related to the automated analysis of large volumes of information and its application in the form of learning analytics, adaptive learning and automatic learning (machine learning) and also chatbots, which have emerged into mainstream conversation due to the appearance of ChatGPT. Digital Transformation (DX): It is understood as the possibility of taking advantage of the available technologies to change the programs and the organization of teaching and learning. This subject also includes themes such as information security and privacy and open badges. Gamification: It refers to the incorporation of serious game elements, like point and reward systems, to tasks as incentives for people to participate. Emerging Technologies in Higher Education: It encompasses a comprehensive spectrum spanning research endeavors, application development, first-hand accounts, and detailed descriptions of educational tools
This book offers a comprehensive framework, compiling solutions and evidence from various sections that illustrate how technology can shape both the learning experience and the organizational structure of higher education institutions. The integration of technology in higher education, including advancements such as AI, large language models (LLMs), the metaverse, and gamification techniques, has sparked significant interest among academics and researchers. This technological evolution is not only influencing research and teaching but is also transforming universities at every level. The book envisions the university of the future, providing ideas to foster collaboration and enhance research. The full text is structured into 32 chapters organized into five sections, each exploring different technologies that can or have been applied in higher education. Extended Reality (XR): It includes the reality-virtuality continuum, which includes augmented reality (AR), mixed reality (MR), virtual reality (VR), haptic devices, and more recently the metaverse. Artificial Intelligence (AI): It includes everything related to the automated analysis of large volumes of information and its application in the form of learning analytics, adaptive learning and automatic learning (machine learning) and also chatbots, which have emerged into mainstream conversation due to the appearance of ChatGPT. Digital Transformation (DX): It is understood as the possibility of taking advantage of the available technologies to change the programs and the organization of teaching and learning. This subject also includes themes such as information security and privacy and open badges. Gamification: It refers to the incorporation of serious game elements, like point and reward systems, to tasks as incentives for people to participate. Emerging Technologies in Higher Education: It encompasses a comprehensive spectrum spanning research endeavors, application development, first-hand accounts, and detailed descriptions of educational tools

More About Coles at Bayshore Shopping Centre

Coles is renowned for its outstanding customer service and great selection of books. Along with the vast array of magazines, stationary, audio-books, children's literature, fiction, non-fiction and reference books, you can find accessories to make your reading experience more pleasurable. We can recommend the very best in reading today. We will help you search our titles for exactly what you need, and if we do not have it in stock, we will order it for you.

100 Bayshore Dr, Nepean, ON K2B 8C1, Canada

Find Coles at Bayshore Shopping Centre in Ottawa, ON

Visit Coles at Bayshore Shopping Centre in Ottawa, ON
Powered by Adeptmind