Advanced Technologies and the University of the Future | Agenda Bookshop Skip to content
Age Group_Uncategorized
Age Group_Uncategorized
automatic-update
B01=Eduardo Vendrell Vidal
B01=Michael E. Auer
B01=Uriel R. Cukierman
Category1=Non-Fiction
Category=JN
Category=JNV
Category=UYQ
COP=Switzerland
Delivery_Pre-order
Language_English
PA=Not yet available
Price_€100 and above
PS=Forthcoming
softlaunch

Advanced Technologies and the University of the Future

English

This book offers a comprehensive framework, compiling solutions and evidence from various sections that illustrate how technology can shape both the learning experience and the organizational structure of higher education institutions. The integration of technology in higher education, including advancements such as AI, large language models (LLMs), the metaverse, and gamification techniques, has sparked significant interest among academics and researchers. This technological evolution is not only influencing research and teaching but is also transforming universities at every level.

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.

  1. 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.
  2. 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.
  3. 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.
  4. Gamification: It refers to the incorporation of serious game elements, like point and reward systems, to tasks as incentives for people to participate.
  5. Emerging Technologies in Higher Education: It encompasses a comprehensive spectrum spanning research endeavors, application development, first-hand accounts, and detailed descriptions of educational tools
See more
Current price €113.15
Original price €122.99
Save 8%
Age Group_Uncategorizedautomatic-updateB01=Eduardo Vendrell VidalB01=Michael E. AuerB01=Uriel R. CukiermanCategory1=Non-FictionCategory=JNCategory=JNVCategory=UYQCOP=SwitzerlandDelivery_Pre-orderLanguage_EnglishPA=Not yet availablePrice_€100 and abovePS=Forthcomingsoftlaunch

Will deliver when available. Publication date 28 Dec 2024

Product Details
  • Dimensions: 155 x 235mm
  • Publication Date: 28 Dec 2024
  • Publisher: Springer International Publishing AG
  • Publication City/Country: Switzerland
  • Language: English
  • ISBN13: 9783031715297

Customer Reviews

Be the first to write a review
0%
(0)
0%
(0)
0%
(0)
0%
(0)
0%
(0)
We use cookies to ensure that we give you the best experience on our website. If you continue we'll assume that you are understand this. Learn more
Accept