Electronic Experiences in a Virtual Lab


Book Description

This book presents a collection of “lessons” on various topics commonly encountered in electronic circuit design, including some basic circuits and some complex electronic circuits, which it uses as vehicles to explain the basic circuits they are composed of. The circuits considered include a linear amplifier, oscillators, counters, a digital clock, power supplies, a heartbeat detector, a sound equalizer, an audio power amplifier and a radio. The theoretical analysis has been deliberately kept to a minimum, in order to dedicate more time to a “learning by doing” approach, which, after a brief review of the theory, readers are encouraged to use directly with a simulator tool to examine the operation of circuits in a “virtual laboratory.” Though the book is not a theory textbook, readers should be familiar with the basic principles of electronic design, and with spice-like simulation tools. To help with the latter aspect, one chapter is dedicated to the basic functions and commands of the OrCad P-spice simulator used for the experiments described in the book.




Virtual Reality in Education: Breakthroughs in Research and Practice


Book Description

Modern technology has infiltrated many facets of society, including educational environments. Through the use of virtual learning, educational systems can become more efficient at teaching the student population and break down cost and distance barriers to reach populations that traditionally could not afford a good education. Virtual Reality in Education: Breakthroughs in Research and Practice is an essential reference source on the uses of virtual reality in K-12 and higher education classrooms with a focus on pedagogical and instructional outcomes and strategies. Highlighting a range of pertinent topics such as immersive virtual learning environments, virtual laboratories, and distance education, this publication is an ideal reference source for pre-service and in-service teachers, school administrators, principles, higher education faculty, K-12 instructors, policymakers, and researchers interested in virtual reality incorporation in the classroom.




Accessible Elements


Book Description

Accessible Elements informs science educators about current practices in online and distance education: distance-delivered methods for laboratory coursework, the requisite administrative and institutional aspects of online and distance teaching, and the relevant educational theory. Delivery of university-level courses through online and distance education is a method of providing equal access to students seeking post-secondary education. Distance delivery offers practical alternatives to traditional on-campus education for students limited by barriers such as classroom scheduling, physical location, finances, or job and family commitments. The growing recognition and acceptance of distance education, coupled with the rapidly increasing demand for accessibility and flexible delivery of courses, has made distance education a viable and popular option for many people to meet their science educational goals.




Advances on remote laboratories and e-learning experiences


Book Description

This book provides a comprehensive overview on several aspects of remote laboratories development and usage, and their potential impact in the teaching and learning processes using selected e-learning experiences.The book is based on the presentations and discussions carried out at «International Meeting on Professional Remote Laboratories», which took place in University of Deusto, Bilbao, in the period of November 16-17, 2006. Apart from chapters based on the presentations, some others have also been included in this book. In this way, we hope to give a broad, well balanced and up-to-date picture of the current status of remote labs and their role within the e-learning paradigm.




Designing Digital Experiences for Positive Youth Development


Book Description

Based on over a decade and a half of research, Designing Digital Experiences for Positive Youth Development aims to guide readers in the design of digital technologies to promote positive behaviors in children and teenagers.




Smart Industry & Smart Education


Book Description

The REV conference aims to discuss the fundamentals, applications and experiences in remote engineering, virtual instrumentation and related new technologies, as well as new concepts for education on these topics, including emerging technologies in learning, MOOCs & MOOLs, Open Resources, and STEM pre-university education. In the last 10 years, remote solutions based on Internet technology have been increasingly deployed in numerous areas of research, science, industry, medicine and education. With the new focus on cyber-physical systems, Industry 4.0, Internet of Things and the digital transformation in industry, economy and education, the core topics of the REV conference have become indispensable elements of a future digitized society. REV 2018, which was held at the University of Applied Sciences in Duesseldorf from 21–23 March 2018, addressed these topics as well as state-of-the-art and future trends.




Advances in Science Education


Book Description

During the present pandemic situation, the whole world has been emphasized to accept thenew-normal education system. The students and the teachers are not able to interact betweenthemselves due to the lack of accessibility to a common school or academic building. They canaccess their studies only through online learning with the help of gadgets and internet. Thewhole learning system has been changed and the new modern learning system has beenintroduced to the whole world. This book on Advances in Science Education aims to increasethe understanding of science and the construction of knowledge as well as to promote scientificliteracy to become responsible citizenship. Science communication can be used to increasescience-related knowledge for better description, prediction, explanation and understanding.




Making Things and Drawing Boundaries


Book Description

In Making Things and Drawing Boundaries, critical theory and cultural practice meet creativity, collaboration, and experimentation with physical materials as never before. Foregrounding the interdisciplinary character of experimental methods and hands-on research, this collection asks what it means to “make” things in the humanities. How is humanities research manifested in hand and on screen alongside the essay and monograph? And, importantly, how does experimentation with physical materials correspond with social justice and responsibility? Comprising almost forty chapters from ninety practitioners across twenty disciplines, Making Things and Drawing Boundaries speaks directly and extensively to how humanities research engages a growing interest in “maker” culture, however “making” may be defined. Contributors: Erin R. Anderson; Joanne Bernardi; Yana Boeva; Jeremy Boggs; Duncan A. Buell; Amy Burek; Trisha N. Campbell; Debbie Chachra; Beth Compton; Heidi Rae Cooley; Nora Dimmock; Devon Elliott; Bill Endres; Katherine Faull; Alexander Flamenco; Emily Alden Foster; Sarah Fox; Chelsea A. M. Gardner; Susan Garfinkel; Lee Hannigan; Sara Hendren; Ryan Hunt; John Hunter; Diane Jakacki; Janelle Jenstad; Edward Jones-Imhotep; Julie Thompson Klein; Aaron D. Knochel; J. K. Purdom Lindblad; Kim Martin; Gwynaeth McIntyre; Aurelio Meza; Shezan Muhammedi; Angel David Nieves; Marcel O’Gorman; Amy Papaelias; Matt Ratto; Isaac Record; Jennifer Reed; Gabby Resch; Jennifer Roberts-Smith; Melissa Rogers; Daniela K. Rosner; Stan Ruecker; Roxanne Shirazi; James Smithies; P. P. Sneha; Lisa M. Snyder; Kaitlyn Solberg; Dan Southwick; David Staley; Elaine Sullivan; Joseph Takeda; Ezra Teboul; William J. Turkel; Lisa Tweten.




Cross Reality and Data Science in Engineering


Book Description

Today, online technologies are at the core of most fields of engineering and society as a whole . This book discusses the fundamentals, applications and lessons learned in the field of online and remote engineering, virtual instrumentation, and other related technologies like Cross Reality, Data Science & Big Data, Internet of Things & Industrial Internet of Things, Industry 4.0, Cyber Security, and M2M & Smart Objects. Since the first Remote Engineering and Virtual Instrumentation (REV) conference in 2004, the event has focused on the use of the Internet for engineering tasks, as well as the related opportunities and challenges. In a globally connected world, interest in online collaboration, teleworking, remote services, and other digital working environments is rapidly increasing. In this context, the REV conferences discuss fundamentals, applications and experiences in the field of Online and Remote Engineering as well as Virtual Instrumentation. Furthermore, the conferences focus on guidelines and new concepts for engineering education in higher and vocational education institutions, including emerging technologies in learning, MOOCs & MOOLs, and open resources. This book presents the proceedings of REV2020 on “Cross Reality and Data Science in Engineering” which was held as the 17th in series of annual events. It was organized in cooperation with the Engineering Education Transformations Institute and the Georgia Informatics Institutes for Research and Education and was held at the College of Engineering at the University of Georgia in Athens (GA), USA, from February 26 to 28, 2020.




Serious Educational Games


Book Description

Serious Educational Games: From Theory to Practice focuses on experiences and lessons learned through the design, creation and research in the Serious Education Games Movement. Serious Games is a term coined for the movement that started in 2003 for using commercial video game technology for teaching and learning purposes.