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  1. Trends and applications of serious gaming and social media
    Beteiligt: Baek, Youngkyun (HerausgeberIn); Ko, Ryan (HerausgeberIn); Marsh, Tim (HerausgeberIn)
    Erschienen: [2014]; © 2014
    Verlag:  Springer, Singapore

    Includes bibliographical references and index Serious games are games that have been designed with a primary purpose other than just entertainment.These games have demonstrated their effectiveness in providing meaningful and engaging learning... mehr

    Universitäts- und Landesbibliothek Sachsen-Anhalt / Zentrale
    Verlust 2024
    keine Fernleihe
    Technische Informationsbibliothek (TIB) / Leibniz-Informationszentrum Technik und Naturwissenschaften und Universitätsbibliothek
    T 14 B 7983
    keine Ausleihe von Bänden, nur Papierkopien werden versandt

     

    Includes bibliographical references and index Serious games are games that have been designed with a primary purpose other than just entertainment.These games have demonstrated their effectiveness in providing meaningful and engaging learning solutions, not just for kids, but also for adults, and even the elderly. This book highlights the challenges and potential of education learning or industry-based training using serious games and social media platforms. In particular, the book addresses applications used in businesses and education-related organizations in Asia, where the framework and experience of serious games have been used to address specific problems in the real world. The target audience for this book includes scientists, engineeers, and practitioners involved in the field of Serious Games. The major part of this book is comprised of papers that have been presented at the Serious Games and Social Connect 2012 conference held in Singapore (October 4, 2012). All the contributions have been peer reviewed by scientific committee members with reports about quality, content, and originality. -- From back cover

     

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    Hinweise zum Inhalt
    Quelle: Verbundkataloge
    Beteiligt: Baek, Youngkyun (HerausgeberIn); Ko, Ryan (HerausgeberIn); Marsh, Tim (HerausgeberIn)
    Sprache: Englisch
    Medientyp: Konferenzschrift
    Format: Druck
    ISBN: 9789814560252; 9789811011948
    Weitere Identifier:
    21979685
    RVK Klassifikation: ST 205 ; ST 324
    Körperschaften/Kongresse: Serious Games and Social Connect Conference (2012, Singapur)
    Schriftenreihe: Gaming media and social effects
    Schlagworte: Serious game; E-Learning; Computerspiel; Social Media;
    Umfang: viii, 186 Seiten, Illustrationen, Diagramme, 24,2 cm
    Bemerkung(en):

    "The major part of this book comprises of papers that have been presented at the Serious Games and Social Connect 2012 conference held in Singapore (October 4, 2012). All the contributions have been peer reviewed ..." - Rückumschlag

    "The Serious Games Association's (Singapore) inaugural conference: Serious Gaming and Social Connect - Games for Good (SGSC 2012)" - Seite V