Computer Assisted Exercises and Training A Reference Guide 1st Edition by Erdal Cayirci, Dusan Marincic – Ebook PDF Instant Download/Delivery. 0470412291, 9780470412299
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Product details:
ISBN 10: 0470412291
ISBN 13: 9780470412299
Author: Erdal Cayirci, Dusan Marincic
A comprehensive guide to computer assisted exercises
Readers can turn to this indispensable reference guide for comprehensive and lucid coverage of the operational, technical, and organizational knowledge needed to harness successful and constructive computer assisted exercises (CAX) and war games. It is geared also toward large civilian organizations that are looking to teach and test their strategies and procedures without the added cost of manpower. Divided into two clear parts, the book covers:
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Fundamentals and Theory―conflict and warfare; probability and statistics; simulation; distributed simulation; and experimentation and analysis
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Combat Modeling, Computer Assisted Exercises, and Practice―CAX architectures; CAX process; combat modeling; CAX support tools; communications/information system issues, technical risks, and risk miti-gation; and exercise centers and facilities
Computer Assisted Exercises and Training: A Reference Guide is indispensable reading for research engineers, computer scientists, software engineers working with modeling and simulation, homeland security specialists, staff in simulation training centers, military strategists and commanders, and many others. It also serves as a valuable textbook for modeling and simulation courses at the upper-undergraduate and graduate levels.
Computer Assisted Exercises and Training A Reference Guide 1st Table of contents:
Chapter 1: Introduction to Computer-Assisted Learning and Training
- 1.1 What is Computer-Assisted Training (CAT)?
- 1.2 Evolution of Educational Technologies
- 1.3 The Role of Computers in Education and Training
- 1.4 Benefits and Challenges of Computer-Assisted Learning
- 1.5 Overview of Different Computer-Assisted Training Systems
Chapter 2: Educational Theories and Pedagogical Foundations
- 2.1 Cognitive Learning Theories
- 2.2 Constructivist Approaches to Learning
- 2.3 Behaviorist Learning Models
- 2.4 Integrating Pedagogy with Technology
- 2.5 Designing Effective Training Programs
Chapter 3: Key Technologies for Computer-Assisted Exercises
- 3.1 E-Learning Platforms and Tools
- 3.2 Virtual and Augmented Reality in Training
- 3.3 Simulations and Serious Games
- 3.4 Learning Management Systems (LMS)
- 3.5 Mobile Learning Technologies
- 3.6 Interactive Multimedia in Education
Chapter 4: Designing Computer-Assisted Exercises
- 4.1 Instructional Design Principles
- 4.2 Creating Engaging and Effective Exercises
- 4.3 Task-Based Learning and Practice
- 4.4 Adaptive Learning Systems
- 4.5 Gamification in Learning
- 4.6 Evaluation and Feedback Mechanisms
Chapter 5: Assessment and Evaluation in Computer-Assisted Training
- 5.1 The Role of Assessment in Learning
- 5.2 Types of Assessments: Formative vs. Summative
- 5.3 Designing Effective Quizzes and Tests
- 5.4 Tracking Learner Progress
- 5.5 Feedback and Performance Analytics
- 5.6 Validity and Reliability in Computer-Assisted Assessment
Chapter 6: Implementing Computer-Assisted Training Programs
- 6.1 Planning and Needs Analysis
- 6.2 Selection of Software and Tools
- 6.3 User Interface and Accessibility
- 6.4 Training the Trainers
- 6.5 Ensuring Learner Engagement and Motivation
- 6.6 Overcoming Technical Barriers
Chapter 7: Case Studies of Computer-Assisted Training Programs
- 7.1 Corporate Training Programs
- 7.2 Healthcare and Medical Training
- 7.3 Language Learning Applications
- 7.4 K-12 and Higher Education Systems
- 7.5 Military and Safety Training Simulations
Chapter 8: Integrating Artificial Intelligence in Training Systems
- 8.1 Intelligent Tutoring Systems (ITS)
- 8.2 Machine Learning for Personalized Learning
- 8.3 Natural Language Processing in Education
- 8.4 AI-Based Assessment and Feedback Tools
- 8.5 Future Directions for AI in Training
Chapter 9: Future Trends in Computer-Assisted Training
- 9.1 The Rise of Virtual Reality and Augmented Reality
- 9.2 The Impact of 5G and IoT on Training
- 9.3 Personalized Learning with AI
- 9.4 Collaborative and Social Learning Platforms
- 9.5 Ethical Considerations in Computer-Assisted Training
Chapter 10: Best Practices and Guidelines
- 10.1 User-Centered Design for Training Systems
- 10.2 Creating Accessible and Inclusive Learning Environments
- 10.3 Evaluating the Effectiveness of Training Programs
- 10.4 Continuous Improvement and Adaptation
- 10.5 Encouraging Lifelong Learning Through Technology