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  1. Exploring the cognitive, social, cultural, and psychological aspects of gaming and simulations
    Contributor: Dubbels, Brock Randall (Publisher)
    Published: [2019]
    Publisher:  IGI Global, Hershey, Pennsylvania

    "This book explores the theoretical and empirical understanding of electronic games and computer-mediated simulations. It also promotes a deep conceptual and empirical understanding of the roles of electronic games and computer-mediated simulations... more

    TU Berlin, Universitätsbibliothek
    Unlimited inter-library loan, copies and loan

     

    "This book explores the theoretical and empirical understanding of electronic games and computer-mediated simulations. It also promotes a deep conceptual and empirical understanding of the roles of electronic games and computer-mediated simulations across multiple disciplines"--

     

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    Volltex (URL des Erstveröffentlichers)
    Source: Union catalogues
    Contributor: Dubbels, Brock Randall (Publisher)
    Language: English
    Media type: Ebook
    Format: Online
    ISBN: 9781522574620
    Other identifier:
    Subjects: Video games / Psychological aspects; Computer games / Psychological aspects; Simulation games / Psychological aspects; Computerspiel; Lernen; Psychologie
    Scope: 1 Online-Ressource (18 PDFs (xxiv, 333 pages))
    Notes:

    Description based on title screen (IGI Global, viewed 11/28/2018)

  2. Exploring the cognitive, social, cultural, and psychological aspects of gaming and simulations
    Contributor: Dubbels, Brock Randall (Publisher)
    Published: [2019]
    Publisher:  IGI Global, Hershey, PA

    "This book explores the theoretical and empirical understanding of electronic games and computer-mediated simulations. It also promotes a deep conceptual and empirical understanding of the roles of electronic games and computer-mediated simulations... more

    THD - Technische Hochschule Deggendorf, Hochschulbibliothek
    Unlimited inter-library loan, copies and loan
    Universität der Bundeswehr München, Universitätsbibliothek
    Unlimited inter-library loan, copies and loan

     

    "This book explores the theoretical and empirical understanding of electronic games and computer-mediated simulations. It also promotes a deep conceptual and empirical understanding of the roles of electronic games and computer-mediated simulations across multiple disciplines"--

     

    Export to reference management software   RIS file
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    Content information
    Volltext (URL des Erstveröffentlichers)
    Source: Union catalogues
    Contributor: Dubbels, Brock Randall (Publisher)
    Language: English
    Media type: Ebook
    Format: Online
    ISBN: 9781522574620
    RVK Categories: DW 4400
    Subjects: Video games / Psychological aspects; Computer games / Psychological aspects; Simulation games / Psychological aspects; Lernen; Psychologie; Computerspiel
    Scope: 1 Online-Ressource
    Notes:

    Chapter 1. Requirements-based design of serious games and learning software: an introduction to the vegas effect -- Chapter 2. Design principles for online role play simulations to address groupthink tendency in professional training: an exploration -- Chapter 3. Virtual standardized patients for interactive conversational training: a grand experiment and new approach -- Chapter 4. Investigating epistemic stances in game play through learning analytics -- Chapter 5. If the gear fits, spin it again!: embodied education, design components, and in-play assessments -- Chapter 6. Monster mischief: a game-based assessment of selective sustained attention in young children -- Chapter 7. A digital game for undergraduate calculus: immersion, calculation, and conceptual understanding -- Chapter 8. "Nervousness and maybe even some regret": videogames and the cognitive-affective model of historical empathy -- Chapter 9. Using notions of "play" over the life course to inform game design for older populations -- Chapter 10. An extended study on training and physical exercise in esports

  3. Exploring the cognitive, social, cultural, and psychological aspects of gaming and simulations
    Contributor: Dubbels, Brock Randall (Publisher)
    Published: [2019]
    Publisher:  IGI Global, Hershey, Pennsylvania

    "This book explores the theoretical and empirical understanding of electronic games and computer-mediated simulations. It also promotes a deep conceptual and empirical understanding of the roles of electronic games and computer-mediated simulations... more

    Hochschulbibliothek Ansbach
    Unlimited inter-library loan, copies and loan
    THD - Technische Hochschule Deggendorf, Hochschulbibliothek
    Unlimited inter-library loan, copies and loan
    Hochschulbibliothek Ingolstadt
    Unlimited inter-library loan, copies and loan
    Technische Universität München, Universitätsbibliothek
    Unlimited inter-library loan, copies and loan
    Hochschule für angewandte Wissenschaften Neu-Ulm, Hochschulbibliothek
    Unlimited inter-library loan, copies and loan
    Universität der Bundeswehr München, Universitätsbibliothek
    Unlimited inter-library loan, copies and loan
    OTH- Ostbayerische Technische Hochschule Regensburg, Hochschulbibliothek
    Unlimited inter-library loan, copies and loan
    Universitätsbibliothek Würzburg
    Unlimited inter-library loan, copies and loan

     

    "This book explores the theoretical and empirical understanding of electronic games and computer-mediated simulations. It also promotes a deep conceptual and empirical understanding of the roles of electronic games and computer-mediated simulations across multiple disciplines"--

     

    Export to reference management software   RIS file
      BibTeX file
    Content information
    Volltex (URL des Erstveröffentlichers)
    Source: Union catalogues
    Contributor: Dubbels, Brock Randall (Publisher)
    Language: English
    Media type: Ebook
    Format: Online
    ISBN: 9781522574620
    Other identifier:
    Subjects: Video games / Psychological aspects; Computer games / Psychological aspects; Simulation games / Psychological aspects; Computerspiel; Lernen; Psychologie
    Scope: 1 Online-Ressource (18 PDFs (xxiv, 333 pages))
    Notes:

    Description based on title screen (IGI Global, viewed 11/28/2018)

  4. Exploring the cognitive, social, cultural, and psychological aspects of gaming and simulations
    Contributor: Dubbels, Brock Randall (Publisher)
    Published: [2019]
    Publisher:  IGI Global, Hershey, PA

    "This book explores the theoretical and empirical understanding of electronic games and computer-mediated simulations. It also promotes a deep conceptual and empirical understanding of the roles of electronic games and computer-mediated simulations... more

    TU Berlin, Universitätsbibliothek
    Unlimited inter-library loan, copies and loan

     

    "This book explores the theoretical and empirical understanding of electronic games and computer-mediated simulations. It also promotes a deep conceptual and empirical understanding of the roles of electronic games and computer-mediated simulations across multiple disciplines"--

     

    Export to reference management software   RIS file
      BibTeX file
    Content information
    Volltext (URL des Erstveröffentlichers)
    Volltex (URL des Erstveröffentlichers)
    Source: Union catalogues
    Contributor: Dubbels, Brock Randall (Publisher)
    Language: English
    Media type: Ebook
    Format: Online
    ISBN: 9781522574620
    RVK Categories: DW 4400
    Subjects: Video games / Psychological aspects; Computer games / Psychological aspects; Simulation games / Psychological aspects; Lernen; Psychologie; Computerspiel
    Scope: 1 Online-Ressource
    Notes:

    Chapter 1. Requirements-based design of serious games and learning software: an introduction to the vegas effect -- Chapter 2. Design principles for online role play simulations to address groupthink tendency in professional training: an exploration -- Chapter 3. Virtual standardized patients for interactive conversational training: a grand experiment and new approach -- Chapter 4. Investigating epistemic stances in game play through learning analytics -- Chapter 5. If the gear fits, spin it again!: embodied education, design components, and in-play assessments -- Chapter 6. Monster mischief: a game-based assessment of selective sustained attention in young children -- Chapter 7. A digital game for undergraduate calculus: immersion, calculation, and conceptual understanding -- Chapter 8. "Nervousness and maybe even some regret": videogames and the cognitive-affective model of historical empathy -- Chapter 9. Using notions of "play" over the life course to inform game design for older populations -- Chapter 10. An extended study on training and physical exercise in esports