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Spontaneous Interaction between Kindergarten Children and Computers. A Case Study of the Project Discetech-Bimbotech.
World Conference on Educational Multimedia, Hypermedia and Telecommunications (EDMEDIA) 2001:1 , 2001
The project Discetech, started in 1996, in Northern Italy, with the aim of experimenting the introduction of new technologies within the teaching-learning activities of high school classrooms. Since 1998, a similar project, Bimbotech, has been...
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DISCETECH-BIMBOTECH: An Experimental Project For Introducing Innovative Technology Within The Italian School System
World Conference on Educational Multimedia, Hypermedia and Telecommunications (EDMEDIA) 2000:1 , 2000
Since 1996 Politecnico di Milano has launched a program for experimenting, within the Italian school system, the use of advanced technology for teaching and learning. Two projects (in Como and Lecce) have involved more than 700 teachers and more...
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Listen to a Web Site
World Conference on Educational Multimedia, Hypermedia and Telecommunications (EDMEDIA) 2004:1 , 2004
Accessibility to the web is becoming a major concern for all institutions, especially for those wanting to educate their users on content-related to Cultural Heritage. Nowadays web accessibility guidelines provided by the W3C Consortium are very...
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Learning by Playing. An Edutainment 3D Environment for Schools
World Conference on Educational Multimedia, Hypermedia and Telecommunications (EDMEDIA) 2004:1 , 2004
SEE (concerning "Dead Sea Scrolls" and related issues such as history, religion, philosophy, literature, etc.), is a very effective learning environment intended for a worldwide audience, of students from 12 to 19 years of age. A massive...
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SEE (Shrine Educational Experience): an Online Cooperative 3D Environment Supporting Innovative Educational Activities
World Conference on Educational Multimedia, Hypermedia and Telecommunications (EDMEDIA) 2003:1 , 2003
What do new technologies have to offer to education? And in particular, can online collaborative 3D environments fulfill high educational goals, combined with the playful and social aspects that make them so attractive? SEE (Shrine Educational...
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LEZI: a Tool for Easy Development of Interactive Video for Education
World Conference on Educational Multimedia, Hypermedia and Telecommunications (EDMEDIA) 2000:1 , 2000
The design and implementation of complex multimedia application is an extensive effort, requiring time, technical skills and sizable budgets. In few cases, therefore, in educational environment it's possible to realize complete hypermedia...
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Discetech: Advanced Training on Technologies and Didactic for Italian Teachers
Society for Information Technology & Teacher Education International Conference (SITE) 2001:1 , 2001
The Discetech project was conceived in 1996 at Politecnico di Milano (Italy) to integrate technological training and educational practice. In Discetech, in fact, we train teachers on the use of computer applications (CD's, Internet, software,...
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Educational Benefits: Testing and Evaluation of a Collaborative 3D World
World Conference on Educational Multimedia, Hypermedia and Telecommunications (EDMEDIA) 2005:1 , Jun 27, 2005
Innovative technologies offer extraordinary opportunities to "traditional" education, but they also open new challenges to educators: what features should be implemented in order to obtain which results? How can results be tested? Evaluating the...
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Multi-user Virtual Environments for Education: A European Experience
World Conference on E-Learning in Corporate, Government, Healthcare, and Higher Education (ELEARN) 2006:1 , October 2006
Multi-user virtual environments have been used for a variety of purposes that, for the majority of cases, have been confined into leisure or entertainment applications. Politecnico di Milano (Italy) has experienced, instead, the delivery of an...
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“Instant Multimedia” for Educational Setting: A Success Story
World Conference on Educational Multimedia, Hypermedia and Telecommunications (EDMEDIA) 2008:1 , Jun 30, 2008
Instant multimedia…simplicity, low-cost, and ultra short “time-to-market”. This paper discusses how the above characteristics of instant multimedia are the key of its “success” in educational settings, if we define “success” in terms of...
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3D Worlds to Learn and Play: 6 Years of Projects with an Engaging, Pedagogically Effective, and Versatile Educational Format
World Conference on E-Learning in Corporate, Government, Healthcare, and Higher Education (ELEARN) 2008:1 , Nov 17, 2008
This paper describes the evolution of the format for educational experiences based on 3D collaborative worlds developed by the Hypermedia Open Center of Politecnico di Milano. Evaluation data collected over 6 years with approximately 9,000 users...
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Media & Communication Literacy in Higher Education: Learning a Foreign Language
World Conference on Educational Multimedia, Hypermedia and Telecommunications (EDMEDIA) 2009:1 , Jun 22, 2009
Learning how to speak through modern interactive channels is not easy for “grown up students”, as those at higher education level. They are used to the multimedia Web, iPod, iPhone, etc. as “personal channels” for their own entertainment but they...
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Digital Storytelling at School. Does the TPCK Model Explain What’s Going On?
World Conference on E-Learning in Corporate, Government, Healthcare, and Higher Education (ELEARN) 2010:1 , Oct 18, 2010
From year 2006, thousands of students (aged between 5 and 18 years) and hundreds of teachers have taken part in PoliCultura, an initiative by HOC-LAB of Politecnico di Milano calling Italian schools to create multimedia “narratives”. A number of...
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Assessing and Sharing (technology-based)Educational Experiences
World Conference on Educational Multimedia, Hypermedia and Telecommunications (EDMEDIA) 2011:1 , Jun 27, 2011
In this paper we present the “Learning4All” (L4ALL) project, which has the aim of developing knowledge about how technology and pedagogy influence the quality of educational experiences. Our approach is empirical rather than theoretical: instead of...
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