The book begins with an explanation of the concept of inclusive innovation, defined as the development and implementation of new ideas, products, services, and processes that aim to meet the needs and improve the well-being of marginalized or underserved populations. Inclusive innovation seeks to ensure that the benefits of innovation are shared across society, including those who are often excluded from mainstream economic and technological progress, including students with disabilities. This concept is critical to creating a more just and equitable society. By focusing on the needs of underserved populations and ensuring that the benefits of innovation are shared widely, inclusive innovation can drive sustainable development and improve the quality of life for all. Addressing challenges and promoting strategies that support inclusivity in the innovation process will be key to achieving these goals. The book highlights the role of students with disabilities in developing innovative solutions, emphasizing their contribution to fostering inclusivity in society. The book provides examples of innovations that were originally designed for people with disabilities but were later universally adopted, highlighting the importance of products that are universally designed to accommodate all abilities.
Game Science in Hybrid Learning Spaces explores the potential, implications, and impact of game-based approaches and interventions in response to the blurring of boundaries between digital and physical as well as formal and informal learning spaces and contexts. The book delves into the concept, opportunities, and challenges of hybrid learning, which aims to reduce the barriers of time and physical space in teaching and learning practices, fostering seamless, sustained, and measurable learning experience and outcomes beyond the barriers of formal education and physical learning contexts. Based on original research, Game Science in Hybrid Learning Spaces establishes trans-disciplinary and holistic considerations for further conceptual and empirical investigation into this topic, with the dual goals of a better understanding of the role of game-based approaches in a blended environment and of the possible structural and cultural transformation of formal education and lifelong learning. This book is an essential guide for researchers, designers, teachers, learners, and practitioners who want to better understand the relationship between games and learning that merges digital and physical experiences and blends formal and informal instructions.
Game Science in Hybrid Learning Spaces explores the potential, implications, and impact of game-based approaches and interventions in response to the blurring of boundaries between digital and physical as well as formal and informal learning spaces and contexts. The book delves into the concept, opportunities, and challenges of hybrid learning, which aims to reduce the barriers of time and physical space in teaching and learning practices, fostering seamless, sustained, and measurable learning experience and outcomes beyond the barriers of formal education and physical learning contexts. Based on original research, Game Science in Hybrid Learning Spaces establishes trans-disciplinary and holistic considerations for further conceptual and empirical investigation into this topic, with the dual goals of a better understanding of the role of game-based approaches in a blended environment and of the possible structural and cultural transformation of formal education and lifelong learning. This book is an essential guide for researchers, designers, teachers, learners, and practitioners who want to better understand the relationship between games and learning that merges digital and physical experiences and blends formal and informal instructions.
With advances in technologies and revolutions in patient, trainee, and public expectations, the global healthcare sector is increasingly turning to serious games to solve problems. Serious games are applications with serious purposes, developed using computer game technologies more often associated with entertainment. Serious Games for Healthcare: Applications and Implications will introduce the development and application of game technologies for health-related serious games. Further, it provides cutting-edge academic research and industry updates which will inform readers about the current and future advances in the area. Encapsulating the knowledge of commercial and noncommercial researchers, developers, and practitioners in a single volume will benefit not only the research and development community within this field, but could also serve public health interests by improving awareness and outcomes.
The book begins with an explanation of the concept of inclusive innovation, defined as the development and implementation of new ideas, products, services, and processes that aim to meet the needs and improve the well-being of marginalized or underserved populations. Inclusive innovation seeks to ensure that the benefits of innovation are shared across society, including those who are often excluded from mainstream economic and technological progress, including students with disabilities. This concept is critical to creating a more just and equitable society. By focusing on the needs of underserved populations and ensuring that the benefits of innovation are shared widely, inclusive innovation can drive sustainable development and improve the quality of life for all. Addressing challenges and promoting strategies that support inclusivity in the innovation process will be key to achieving these goals. The book highlights the role of students with disabilities in developing innovative solutions, emphasizing their contribution to fostering inclusivity in society. The book provides examples of innovations that were originally designed for people with disabilities but were later universally adopted, highlighting the importance of products that are universally designed to accommodate all abilities.
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