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
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