528 research outputs found

    Northeastern Illinois University, 2014-2015

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    https://neiudc.neiu.edu/catalogs/1055/thumbnail.jp

    Northeastern Illinois University, 2011-2012 Academic Catalog, Be Connected, Be Informed, Be Yourself

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    https://neiudc.neiu.edu/catalogs/1052/thumbnail.jp

    Northeastern Illinois University, 2010-2011 Academic Catalog

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    https://neiudc.neiu.edu/catalogs/1051/thumbnail.jp

    Implementing an information society in Central and Eastern Europe: the case of Hungary

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    Zunächst definiert der Autor den Begriff der Informationsgesellschaft und geht dann auf deren Einfluss auf Ökonomie, Bildung und öffentliche Verwaltung ein. Im Anschluss daran wird die Politik der Europäischen Union in diesem Kontext zwischen 1994 und 2002 beschrieben. Der Autor berücksichtigt dabei besonders den 'eEurope Action Plan' aus dem Jahr 2000. Der nächste Abschnitt widmet sich der Ausgestaltung der Informationsgesellschaft in Osteuropa. Danach wird die auf die Informationsgesellschaft bezogene Zusammenarbeit zwischen zentral- und osteuropäischen Ländern und der EU beleuchtet. Schwerpunkte sind die abgehaltenen Konferenzen und Foren sowie der 'eEurope Action Plan' aus dem Jahr 2001. Im Anschluss daran untersucht der Autor detailliert die Informationsgesellschaft in Ungarn. Es wird auf die historischen und zukünftigen Entwicklungen sowie auf die Probleme, Chancen und Herausforderungen eingegangen. (ICD

    Introducing the Game Design Matrix: A Step-by-Step Process for Creating Serious Games

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    The Game Design Matrix makes effective game design accessible to novice game designers. Serious Games are a powerful tool for educators seeking to boost the level of student engagement and application in academic environments, but the can be difficult to incorporate into existing courses due to availability and the cost of quality game design. The Game Design Matrix was used by two educators, novice game designers, to create a serious game. The games were assessed in an academic setting and observed to be effective in engagement, interaction, and achieving higher levels of learning

    Using open educational resources to promote social justice

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    "The Association of College and Research Libraries (ACRL) announces the publication of "Using Open Educational Resources to Promote Social Justice," edited by CJ Ivory and Angela Pashia, which explores the opportunities and challenges of moving the discussion about open educational resources (OER) beyond affordability to address structural inequities found throughout academia and scholarly publishing. OER have the potential to celebrate research done by marginalized populations in the context of their own communities, to amplify the voices of those who have the knowledge but have been excluded from formal prestige networks, and to engage students as co-creators of learning content that is relevant and respectful of their cultural contexts. Edited by academic librarians with experience advocating across campus, "Using Open Educational Resources to Promote Social Justice" takes a multidisciplinary approach and is filled with examples of the ways OER and open pedagogy can be used to support social justice in education. In five sections, it covers a wide range of topics from theoretical critiques to multidisciplinary examples of OER development in practice to examinations of institutional support for OER development."--ACR

    Exploring a Semi-Virtual Reality System Impacting Learning Curves of College Students

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    Virtual reality (VR) is a trending technology used in a broad range of fields including education and has become one of the most promising directions for educators. In this research, the investigation focuses on how the semi-immersive VR application can be used for educational purposes by exploring the VR factors and the interactions between these factors. A theoretical learning framework is also proposed to offer an explanation for the beneficial effects of education brought by VR at a high level. This research consists of three parts. First, this research will introduce the development of Walk-in-Place Learning System (WIPLS), a semi-immersive VR system that is highly customizable and can be modified into different sub-VR systems that enable the tuning of various VR factors. Second, it will present the survey instrument obtained from previous literature related to educational VR systems. Two individual pilot studies will be conducted: 1) to verify the performance of the WIPLS, and 2) to validate the internal consistency of the survey instrument. Third, an empirical study will be conducted on a sample population to answer the research question, and to analyze the statistical results to validate the research model. Based on these statistical results, this research will propose conclusions and insights in how VR factors, as well as interactions, are affecting the learning outcome in an educational VR system, and provide guidance and suggestions for VR practitioners to design the development of VR systems

    Northeastern Illinois University, Academic Catalog 2017-2018

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    https://neiudc.neiu.edu/catalogs/1058/thumbnail.jp
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