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With a strong focus on decoloniality and social justice, this volume brings together critical theories, concepts, and practices on TESOL from multiple Brazilian perspectives. The chapters showcase the work of teachers and teacher educators in confronting sociopolitical issues in Brazil, including in the domains of democracy, language education, and knowledge production, as well as prevailing issues within TESOL itself. Contributions stem from an eclectic range of analytical orientations that reflect ontological and epistemological diversity while demonstrating why, where, and how TESOL is done in Brazil. In doing so, this volume also establishes a place for Southern voices to be heard in the move toward challenging complex and long-standing issues of representation, marginalization, and exclusion that have traditionally characterised North-South relations in TESOL as a field. This volume seeks to promote Southern-based conversations about decoloniality and social justice in TESOL and will be of direct relevance to graduate students, researchers, and scholars in the field of TESOL and foreign language education.
This book discusses and exchanges information on principles, strategies, models, techniques, methodologies and applications of technological challenges in a digital era. It helps the reader to develop the skills required in the digital age and to acquire the knowledge and know-how necessary to drive their organizations to success. This book presents contributions that are exceptional in terms of theory and/or practice in the area of human resources management, technological management, digital age, creativity, technological innovation, organizational innovation, business analytics and flexibility.
Increasing user awareness in various information and communication technology (ICT) activities is one of the most challenging tasks for organizations. One popular way to engage users in various domains is gamification, which is the use of game elements and digital game design techniques in non-game applications. By using game elements, applications become more attractive and provide benefits such as increased user activity and sociability, quality, and productivity of actions. Gamification is introduced in various stages of the software development lifecycle starting with the first phase of eliciting requirements to the final phases of testing and evaluation of the system to be. In parallel, the introduction of game elements in non-games raises a number of security and privacy issues. This book presents innovative research efforts and technical solutions related to gamification and improving user engagement in all stages of the development process.
This two-volume set LNCS 11578 and 11579 constitutes the refereed proceedings of the 11th International Conference on Social Computing and Social Media, SCSM 2019, held in July 2019 as part of HCI International 2019 in Orlando, FL, USA. HCII 2019 received a total of 5029 submissions, of which 1275 papers and 209 posters were accepted for publication after a careful reviewing process. The 81 papers presented in these two volumes are organized in topical sections named: Social Media Design and Development, Human Behaviour in Social Media, Social Network Analysis, Community Engagement and Social Participation, Computer Mediated Communication, Healthcare Communities, Social Media in Education, Digital Marketing and Consumer Experience.
Recent advances in neuroscience suggest that the human brain is particularly well-suited to design things: concepts, tools, languages and places. Current research even indicates that the human brain may indeed have evolved to be creative, to imagine new ideas, to put them into practice, and to critically analyze their results. Projective Processes and Neuroscience in Art and Design provides a forum for discussion relating to the intersection of projective processes and cognitive neuroscience. This innovative publication offers a neuroscientific perspective on the roles and responsibilities of designers, artists, and architects, with relation to the products they design. Expanding on current research in the areas of sensor-perception, cognition, creativity, and behavioral processes, this publication is designed for use by researchers, professionals, and graduate-level students working and studying the fields of design, art, architecture, neuroscience, and computer science.
The three-volume set LNCS 9746, 9747, and 9748 constitutes the proceedings of the 5th International Conference on Design, User Experience, and Usability, DUXU 2016, held as part of the 18th International Conference on Human-Computer Interaction, HCII 2016, in Toronto, Canada, in July 2016, jointly with 13 other thematically similar conferences. The total of 1287 papers presented at the HCII 2016 conferences were carefully reviewed and selected from 4354 submissions. These papers address the latest research and development efforts and highlight the human aspects of design and use of computing systems. The papers accepted for presentation thoroughly cover the entire field of Human-Computer Int...
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