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  1. Digitale Spiele im Geschichtsunterricht
    Published: [2021]; © 2021
    Publisher:  Wochenschau Verlag, Frankfurt/M.

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    Universität Potsdam, Universitätsbibliothek
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    Source: Union catalogues
    Language: German
    Media type: Ebook
    Format: Online
    ISBN: 9783734412189
    RVK Categories: NB 8500
    Series: Geschichte unterrichten
    Geschichtsunterricht praktisch
    Wochenschau Geschichte
    Subjects: History; Educational games; History
    Scope: 1 Online-Ressource (24 Seiten), Illustrationen
    Notes:

    Literaturverzeichnis: Seite 24

  2. Writing games
    multicultural case studies of academic literacy practices in higher education
    Published: 2002
    Publisher:  Lawrence Erlbaum Associates, Mahwah, N.J.

    Universitätsbibliothek Bayreuth
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    Source: Union catalogues
    Language: English
    Media type: Book
    ISBN: 080583530X; 0805835318
    RVK Categories: HD 168
    Subjects: Englisch; Gesellschaft; Academic writing; Educational games; English language; English language; Multicultural education; Second language acquisition; Hochschule; Sprachfertigkeit; Englisch; Fremdsprache
    Scope: xx, 316 p. 24 cm.
    Notes:

    Includes bibliographical references (p. 291-306) and index

  3. Learning with adventure programs
    Published: 1984
    Publisher:  Melbourne House, Tring, Hertfordshire u.a.

    Universitätsbibliothek Erlangen-Nürnberg, Hauptbibliothek
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    Source: Union catalogues
    Language: English
    Media type: Book
    ISBN: 0861611691
    RVK Categories: DP 2600
    Edition: 1. ed.
    Subjects: Computer games; Educational games; Kind; Computerunterstütztes Lernen; Abenteuerspiel; Computerspiel
    Scope: 86 S., Ill.
  4. Digital game-based learning
    Published: 2001
    Publisher:  McGraw-Hill, New York [u.a.]

    Universitätsbibliothek Bamberg
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  5. Augmented learning
    research and design of mobile educational games
    Published: c2008
    Publisher:  MIT Press, Cambridge, Mass.

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    Source: Union catalogues
    Language: English
    Media type: Ebook
    Format: Online
    ISBN: 9780262113151
    Subjects: Datenverarbeitung; Educational games; Educational games; Simulation games in education; Mobile computing; Pocket computers; Spieltheorie <Pädagogik>; Computerspiel; E-Learning
    Scope: xvii, 251 p.
    Notes:

    Includes bibliographical references (p. [229]-237) and index

    Education innovation through time -- Educational? games? -- The aftermath of Math blaster -- Great moments in mobile and handheld games -- What does an award winning video game look like? -- Participatory simulations : technology adapting to the classroom -- The importance of reality -- Location matters : the role of place -- Authentic outcomes -- Designing for collaboration : roles and game mechanics -- Learning to write without a stylus -- Anytime, anywhere : Palmagotchi

  6. Student usability in educational software and games
    improving experiences
    Contributor: Gonzalez, Carina (Publisher)
    Published: [2013]; © 2013
    Publisher:  Information Science Reference, Hershey PA

    "This book explores new models of interaction and human-computer interaction paradigms as applied to learning environments" - Provided by publisher more

    Hochschulbibliothek Ansbach
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    "This book explores new models of interaction and human-computer interaction paradigms as applied to learning environments" - Provided by publisher

     

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    Volltext (URL des Erstveröffentlichers)
    Source: Union catalogues
    Contributor: Gonzalez, Carina (Publisher)
    Language: English
    Media type: Ebook
    Format: Online
    ISBN: 9781466619883; 9781466619890
    Other identifier:
    Series: Premier reference source
    Subjects: Erziehung; Education / Computer network resources; Teaching / Computer network resources; Education / Software; Educational games; Computerspiel; Lehrmittel
    Scope: 1 Online-Ressource (xx, 417 Seiten), Illustrationen, Diagramm
    Notes:

    Includes bibliographical references

    An overview of accessibility and usability of educational games / Marion A. Hersh, Barbara Leporini -- Usability of online virtual learning environments: key issues for instructors and learners / Ian John Cole -- Educating university students: can mobile technologies help? / Geraldine Ryan ... [et al.] -- Enriching the experience in video games based on playability development techniques / Jos e Luis Gonz alez S anchez, Rosa Maria Gil Iranzo, Francisco L. Gutierrez Vela -- Playability design patterns: an approach to facilitate the design of educational video games / Amer Ibrahim ... [et al.] -- Beauty or the beast: importance of the attraction of educational games / Geertje Bekebrede ... [et al.] -- Facilitation of trust in gaming situations / Robyn Hromek -- Social interactive systems design for serious games / Ines Di Loreto -- Enhancement of adaptation and monitoring in game-based learning environments / Thibault Carron, Jean-Charles Marty -- Laboratory experiments in CSCL activities / C esar A. Collazos ... [et al.] -- Experiences in usability evaluation of educational programming tools / J. Angel Vel azquez-Iturbide, Antonio P erez-Carrasco, Ouafae Debdi -- User's experience with a 3D educational mobile game to support spatial instruction / Norena Martin-Dorta ... [et al.] -- Role-playing game as a pedagogical proposition for story co-construction: a Brazilian experience with deaf individuals in an educational context / Priscila Starosky, Maria das Gra cas Dias Pereira -- Integrating the principles of DGBL, CSCL, and playability in the design of social videogames: a case study / Carina Soledad Gonz alez-Gonz alez, Francisco Blanco Izquierdo, Pedro Toledo Delgado -- Benefits of virtual worlds in educational environments / Vicente Galiano, Victoria Herranz -- Scratch: learning the grammar for a new language / Eur idice Caba nes, Luca Carrubba -- GAMESTAR(T): an ARSGAMES project / Mar ia Rubio M endez, Eur idice Caba nes Mart inez

  7. Developments in current game-based learning design and deployment
    Contributor: Felicia, Patrick (Publisher)
    Published: [2013]; © 2013
    Publisher:  Information Science Reference, Hershey PA

    "This book highlights the latest research from professionals and researchers working in the fields of educational games development, e-learning, multimedia, educational psychology, and information technology, promoting an in-depth understanding of... more

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    "This book highlights the latest research from professionals and researchers working in the fields of educational games development, e-learning, multimedia, educational psychology, and information technology, promoting an in-depth understanding of the multiple factors and challenges inherent to the design and integration of game-based learning environments" - Provided by publisher

     

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    Volltext (URL des Erstveröffentlichers)
    Source: Union catalogues
    Contributor: Felicia, Patrick (Publisher)
    Language: English
    Media type: Ebook
    Format: Online
    ISBN: 9781466618657; 9781466618664
    Other identifier:
    RVK Categories: AP 15963 ; CP 5000
    Series: Premier reference source
    Subjects: Educational games; Simulation games in education; Cognitive learning; Learning, Psychology of; Computerspiel; Lernpsychologie
    Scope: 1 Online-Ressource (xxxi, 421 Seiten), Illustrationen, Diagramm
    Notes:

    Includes bibliographical references

    Video game genre affordances for physics education / Kostas Anagnostou, Anastasia Pappa -- Encouraging engagement in game-based learning / Nicola Whitton -- Leveraging mobile games for place-based language learning / Christopher L. Holden, Julie M. Sykes -- DataPlay: experiments in the ludic age / Colleen Macklin -- Affordances and constraints of scaffolded learning in a virtual world for young children / Rebecca W. Black, Stephanie M. Reich -- Social interactions in online gaming / Mark Griffiths ... [et al.] -- The mobile learning network: getting serious about games technologies for learning / Rebecca Petley, Guy Parker, Jill Attewell -- A psycho-pedagogical framework for multi-adaptive educational games / Michael D. Kickmeier-Rust ... [et al.] -- Content design patterns for game-based learning / Dennis Maciuszek, Sebastian Ladhoff, Alke Martens -- Designing serious games for people with disabilities: game, set and match to the WiiTM / Lindsay Evett ... [et al.]

    Motivational aspects of gaming for students with intellectual disabilities / Maria Saridaki, Constantinos Mourlas -- Honing emotional intelligence with game-based crucible experiences / Elaine M. Raybourn -- Possibility spaces: using the Sims 2 as a sandbox to explore possible selves with at-risk teenage males / Elizabeth King -- Forming the guild: star power and rethinking projective identity in affinity spaces / Elizabeth Ellcessor, Sean C. Duncan -- Fear of (serious) digital games and game-based learning?: causes, consequences and a possible countermeasure / Wolfgang B osche, Florian Kattner -- Background music in educational games: motivational appeal and cognitive impact / Stephanie B. Linek, Birgit Marte, Dietrich Albert -- Formulating a serious-games design project for adult offenders with the probation service / Matthew Ian Bates ... [et al.]

    The use of motion tracking technologies in serious games to enhance rehabilitation in stroke patients / Andrew M. Burton ... [et al.] -- Digital games: changing education, one raid at a time. / Paul Pivec, Maja Pivec -- The magic bullet: a tool for assessing and evaluating learning potential in games / Katrin Becker -- Collaborative strategic board games as a site for distributed computational thinking / Matthew Berland, Victor R. Lee -- Assessment through achievement systems: a framework for educational game design / Monica Evans, Erin Jennings, Michael Andreen -- Understanding computational thinking before programming: developing guidelines for the design of games to learn introductory programming through game-play / Cagin Kazimoglu ... [et al.] -- Historical perspectives on games and education from the learning sciences / Brett E. Shelton, Tom Satwicz, Tom Caswell

  8. Serious play
    literacy, learning, and digital games
    Contributor: Beavis, Catherine (Publisher); Dezuanni, Michael (Publisher); O'Mara, Joanne (Publisher)
    Published: [2017]
    Publisher:  Routledge, New York ; London

    Universitätsbibliothek der LMU München
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    Source: Union catalogues
    Contributor: Beavis, Catherine (Publisher); Dezuanni, Michael (Publisher); O'Mara, Joanne (Publisher)
    Language: English
    Media type: Book
    ISBN: 9781138689404; 9781138689411
    RVK Categories: DW 4000
    Edition: First published
    Subjects: Video games in education; Educational games; Computers and literacy; Computerspiel; Serious game
    Scope: xvi, 234 Seiten, Illustrationen
    Notes:

    Includes bibliographical references

  9. Writing games
    multicultural case studies of academic literacy practices in higher education
    Published: 2002
    Publisher:  Lawrence Erlbaum Associates, Mahwah, N.J.

    Kunsthistorisches Institut in Florenz, Max-Planck-Institut, Bibliothek
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    Language: English
    Media type: Book
    Format: Online
    Subjects: Englisch; Gesellschaft; English language; English language; Academic writing; Second language acquisition; Multicultural education; Educational games; Fremdsprache; Englisch; Sprachfertigkeit; Hochschule
    Scope: xx, 316 p. 24 cm
    Notes:

    Includes bibliographical references (p. 291-306) and index

    Machine generated contents note: 1. GAMES AND FRAMES: WHEN WRITING IS MORE THAN 1 -- WRITING -- A Word on Frames 1 -- Common Sense Beginnings 3 -- Framing in the Voices of Others 13 -- Assumptions: The End of the Beginning 29 -- Case Study Methodology 31 -- 2. THE BEGINNINGS OF CHANGE: LEARNING AND TEACHING 35 -- UNDERGRADUATE ACADEMIC LITERACY GAMES -- Clueless 35 -- Published Studies 37 -- Case Study: Communities of Practice? Game Strategies -- in Two Teachers' EAP Classes in a Japanese University 53 -- Chapter Reflections 78 -- 3. STEPPING INTO THE PROFESSION: WRITING GAMES 8 2 -- IN MASTERS PROGRAMS -- From Observer to Participant 82 -- Published Studies 84 -- Case Study: Five Masters Students Step Into the Second -- Language Education Profession 92 -- Chapter Reflections 128 -- 4. REDEFINING THE SELF: THE UNSETTLING DOCTORAL 13 4 -- PROGRAM GAME -- From Clarity to Confusion 134 -- Published Studies 136 -- Case Study: Virginia: Not Her Kind of Game 149 -- Chapter Reflections 176 -- 5. JUGGLING AND BALANCING GAMES OF BILINGUAL FACULTY 17 8 -- Personal Reflections on Multilingualism 178 -- Published Studies 181 -- Case Study: The Juggling Games of Bilingual Faculty 191 -- Chapter Reflections 216 -- 6. BENDING THE RULES 220 -- Conforming and Resisting 220 -- Published Studies 225 -- Case Study: Author-Editor Games in the Construction -- of Unconventional Textual Identities 233 -- The Authors 235 -- Issues 238 -- Chapter Reflections 254 -- 7. THE PARADOXICAL EFFORT AFTER COHERENCE IN 256 -- ACADEMIC WRIING GAMES -- Games, Transitions, and Identity Revisited 260 -- Effort After Coherence 265 -- The End and the Continuation 279

  10. Serious games and edutainment applications
    Contributor: Ma, Minhua (Publisher)
    Published: 2011-
    Publisher:  Springer, London [u.a.]

    Universitätsbibliothek Passau
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    Source: Union catalogues
    Contributor: Ma, Minhua (Publisher)
    Language: English
    Media type: Book
    Format: Online
    RVK Categories: SU 500
    Subjects: Computer science; Computer Science, general; Computer games; Educational games; Informatik; Computerspiel; E-Learning; Lernspiel
  11. Serious games and edutainment applications
    [1]
    Contributor: Ma, Minhua (Publisher)
    Published: [2011]
    Publisher:  Springer, London [u.a.]

    Technische Hochschule Augsburg
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    Source: Union catalogues
    Contributor: Ma, Minhua (Publisher)
    Language: English
    Media type: Ebook
    Format: Online
    ISBN: 9781447121619
    Other identifier:
    Parent title:
    RVK Categories: SU 500
    Subjects: Computer science; Computer Science, general; Computer games; Educational games; Informatik; E-Learning; Computerspiel; Lernspiel
    Scope: 1 Online-Ressource (XVI, 504 Seiten)
  12. Serious games and edutainment applications
    Volume 2
    Contributor: Ma, Minhua (Publisher)
    Published: [2017]
    Publisher:  Springer, London [u.a.]

    Technische Hochschule Augsburg
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    Volltext (URL des Erstveröffentlichers)
    Source: Union catalogues
    Contributor: Ma, Minhua (Publisher)
    Language: English
    Media type: Ebook
    Format: Online
    ISBN: 9783319516455
    Other identifier:
    Parent title:
    RVK Categories: SU 500
    Subjects: Computer science; Computer Science, general; Computer games; Educational games; Informatik; Lernspiel; E-Learning; Computerspiel
    Scope: 1 Online-Ressource (XX, 702 Seiten), Illustrationen, Diagramme (teilweise farbig)
  13. Games-based learning advancements for multi-sensory human computer interfaces
    techniques and effective practices
    Contributor: Connolly, Thomas (Publisher); Stansfield, Mark (Publisher); Boyle, Liz (Publisher)
    Published: [2009]; © 2009
    Publisher:  Information Science Reference, Hershey ; New York

    "This book provides an extensive treatment of the field of games-based learning, providing a presentation of what we know about the subject, where the key challenges lie, and some of the approaches to addressing these key challenges" - Provided by... more

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    "This book provides an extensive treatment of the field of games-based learning, providing a presentation of what we know about the subject, where the key challenges lie, and some of the approaches to addressing these key challenges" - Provided by publisher

     

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    Volltext (URL des Erstveröffentlichers)
    Source: Union catalogues
    Contributor: Connolly, Thomas (Publisher); Stansfield, Mark (Publisher); Boyle, Liz (Publisher)
    Language: English
    Media type: Ebook
    Format: Online
    ISBN: 9781605663616
    Other identifier:
    RVK Categories: DG 9400
    Series: Premier reference source
    Subjects: Educational games; Computer games; Human-computer interaction; Spieltheorie <Pädagogik>; Computerspiel
    Scope: 1 Online-Ressource (xxi, 372 Seiten), Illustrationen
    Notes:

    Includes bibliographical references and index

  14. Augmented learning
    research and design of mobile educational games
    Published: c2008
    Publisher:  MIT Press, Cambridge, Mass.

    Ostbayerische Technische Hochschule Amberg-Weiden / Hochschulbibliothek Amberg
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    Source: Union catalogues
    Language: English
    Media type: Ebook
    Format: Online
    ISBN: 0262277298; 1435643496; 9780262277297; 9781435643499
    RVK Categories: AL 40450 ; AL 40460 ; DG 9400
    Subjects: EDUCATION / Computers & Technology; Educational games / Data processing; Educational games / Design and construction; Mobile computing; Pocket computers / Programming; Simulation games in education / Design and construction; Datenverarbeitung; Educational games; Educational games; Simulation games in education; Mobile computing; Pocket computers; Computerspiel; Spieltheorie <Pädagogik>; E-Learning
    Scope: 1 Online-Ressource (xvii, 251 p.)
    Notes:

    Includes bibliographical references (p. [229]-237) and index

    Education innovation through time -- Educational? games? -- The aftermath of Math blaster -- Great moments in mobile and handheld games -- What does an award winning video game look like? -- Participatory simulations : technology adapting to the classroom -- The importance of reality -- Location matters : the role of place -- Authentic outcomes -- Designing for collaboration : roles and game mechanics -- Learning to write without a stylus -- Anytime, anywhere : Palmagotchi

    New technology has brought with it new tools for learning, and research has shown that the educational potential of video games resonates with teachers and pupils alike. Klopfer here describes the largely untapped potential of mobile learning games to make a substantial impact on education

  15. Handbook of research on gaming trends in P-12 education
    Published: [2016]
    Publisher:  Information Science Reference, Hershey, PA

    "This book provides current research intended to aid educators, school administrators, and game developers in teaching today's youth in a technology-immersive society, melding gaming for entertainment purposes as well as gaming applied within... more

    Universitätsbibliothek Regensburg
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    "This book provides current research intended to aid educators, school administrators, and game developers in teaching today's youth in a technology-immersive society, melding gaming for entertainment purposes as well as gaming applied within educational settings with an emphasis on P-12 classrooms"...

     

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    Source: Union catalogues
    Language: English
    Media type: Book
    ISBN: 9781466696297
    RVK Categories: DW 4400
    Series: Advances in Game-Based Learning (AGBL) Book Series
    Subjects: Educational games; Virtual reality in education; Electronic games; Unterricht; Computerspiel; Lernspiel; Forschung
    Scope: xxxii, 663 Seiten, Illustrationen, Diagramme, 29 cm
    Notes:

    Includes bibliographical references and index

  16. Computer games and team and individual learning
    Published: 2008
    Publisher:  Elsevier, Amsterdam

    Ostbayerische Technische Hochschule Amberg-Weiden / Hochschulbibliothek Amberg
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    Source: Union catalogues
    Language: English
    Media type: Ebook
    Format: Online
    ISBN: 0080551890; 9780080453439; 9780080551890
    RVK Categories: DP 1960
    Edition: 1st ed
    Subjects: COMPUTERS / Educational Software; Computer games; Educational games; Problem-based learning; Team learning approach in education; Problem-based learning; Computer games; Educational games; Team learning approach in education; Lernen; Computerunterstützter Unterricht; Computerspiel; Gruppenarbeit
    Scope: 1 Online-Ressource (xviii, 320 pages)
    Notes:

    Includes bibliographical references and index

    Cover; Computer Games and Team and Individual Learning; Copyright Page; Contents; Preface; Contributors; PART 1 FRAMEWORK; Chapter 1 A Conceptual Framework for the Empirical Study of Instructional Games; Chapter 2 A Framework for the Assessment of Learning Games; Chapter 3 A Formative Evaluation of the Training Effectiveness of a Computer Game; Chapter 4 Foundations for Software Support of Instruction in Game Contexts; PART 2 TEAM LEARNING; Chapter 5 Eliciting and Evaluating Teamwork within a Multi-Player Game-Based Training Environment

    Documents research on the impact of computer games on the learning of adults. Computer games and learning are characterized from a series of different theoretical and empirical viewpoints. Both civilian sector and military applications are presented. While effectiveness of game environments to support learning can be documented in terms of intensity and longevity of engagement (participants voting with their time), as well as the commercial success of the games, there is much less solid empirical information about what instructional outcomes are systematically achieved by the playing of individ

  17. The gamification of learning and instruction fieldbook
    ideas into practice
    Published: 2014
    Publisher:  J. Wiley & Sons, San Francisco, CA

    Universitätsbibliothek Eichstätt-Ingolstadt
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    Source: Union catalogues
    Language: English
    Media type: Ebook
    Format: Online
    ISBN: 9781118677247; 1118677242; 9781118674437
    RVK Categories: DP 1960
    Subjects: Educational games; Simulation games in education; Computer-assisted instruction; Employees / Training of; Lerntheorie; Computerspiel; Lernspiel; Lernforschung; Trainingsmethode
    Other subjects: Electronic books
    Scope: 1 Online-Ressource (622 Seiten)
    Notes:

    Includes bibliographical references and index

  18. The guide to computer simulations and games
    Published: 2012
    Publisher:  John Wiley & Sons, Indianapolis, Ind.

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    Source: Union catalogues
    Language: English
    Media type: Ebook
    Format: Online
    ISBN: 9781283401999
    RVK Categories: ST 324 ; ST 340
    Subjects: Computer-assisted instruction; Computer games / Design; Computer-assisted instruction / Design; Educational games; Computerspiel; Computersimulation; Programmierung
    Scope: 1 Online-Ressource (xxxiv, 446 p.)
    Notes:

    Includes bibliographical references and index

  19. Cases on digital game-based learning
    methods, models, and strategies
    Contributor: Baek, Youngkyun (Publisher); Whitton, Nicola (Publisher)
    Published: [2013]; © 2013
    Publisher:  Information Science Reference, Hershey PA

    "This book analyzes the implementation of digital game applications for learning as well as addressing the challenges and pitfalls experienced, providing strategies, advice and examples on adopting games into teaching" - Provided by publisher more

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

     

    "This book analyzes the implementation of digital game applications for learning as well as addressing the challenges and pitfalls experienced, providing strategies, advice and examples on adopting games into teaching" - Provided by publisher

     

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    Content information
    Volltext (URL des Erstveröffentlichers)
    Source: Union catalogues
    Contributor: Baek, Youngkyun (Publisher); Whitton, Nicola (Publisher)
    Language: English
    Media type: Ebook
    Format: Online
    ISBN: 9781466628496; 9781466628502
    Other identifier:
    RVK Categories: DP 2580 ; DP 2600
    Subjects: Simulation games in education; Educational games; Computer games; Unterricht; Computerspiel
    Scope: 1 Online-Ressource (xxxii, 592 Seiten), Illustrationen, Diagramme
    Notes:

    Includes bibliographical references and index

  20. Knowledge games
    how playing games can solve problems, create insight, and make change
    Published: [2016]
    Publisher:  Johns Hopkins University Press, Baltimore

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    Source: Union catalogues
    Language: English
    Media type: Ebook
    Format: Online
    ISBN: 9781421419213; 1421419211
    RVK Categories: AP 15963 ; ST 324
    Series: Tech.edu
    Subjects: GAMES / Reference; GAMES / Travel Games; Educational games; Games / Psychological aspects; Games / Social aspects; Computer Technology; Education; Technology; Nonfiction; Erziehung; Gesellschaft; Psychologie; Array; Lernspiel; E-Learning; Computerspiel
    Scope: 1 online resource (x, 270 pages), illustrations
    Notes:

    Print version record

    Imagine if new knowledge and insights came not just from research centers, think tanks, and universities but also from games, of all things. Video games have been viewed as causing social problems, but what if they actually helped solve them? This question drives Karen Schrier's Knowledge Games , which seeks to uncover the potentials and pitfalls of using games to make discoveries, solve real-world problems, and better understand our world. For example, so-called knowledge games?such as Foldit , a protein folding puzzle game, SchoolLife , which crowdsources bullying interventions, and Reverse the Odds , in which mobile game players analyze breast cancer data?are already being used by researchers to gain scientific, psychological, and humanistic insights. Schrier argues that knowledge games are potentially powerful because of their ability to motivate a crowd of problem solvers within a dynamic system while also tapping into the innovative data processing and computational abilities of games. In the near future, Schrier asserts, knowledge games may be created to understand and predict voting behavior, climate concerns, historical perspectives, online harassment, susceptibility to depression, or optimal advertising strategies, among other things. In addition to investigating the intersection of games, problem solving, and crowdsourcing, Schrier examines what happens when knowledge emerges from games and game players rather than scientists, professionals, and researchers. This accessible book also critiques the limits and implications of games and considers how they may redefine what it means to produce knowledge, to play, to educate, and to be a citizen

  21. Game-based learning across the lifespan
    cross-generational and age-oriented topics
    Contributor: Romero, Margarida (Publisher); Blat, Josep (Publisher); Sayago, Sergio (Publisher); Ouellet, Hubert (Publisher)
    Published: [2017]
    Publisher:  Springer, [Cham], Switzerland

    Universitätsbibliothek Regensburg
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    Ostbayerische Technische Hochschule Amberg-Weiden, Hochschulbibliothek, Standort Weiden
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    Source: Union catalogues
    Contributor: Romero, Margarida (Publisher); Blat, Josep (Publisher); Sayago, Sergio (Publisher); Ouellet, Hubert (Publisher)
    Language: English
    Media type: Book
    ISBN: 9783319417950
    RVK Categories: DP 2600 ; DW 1400 ; DW 4400
    Series: Advances in game-based learning
    Subjects: Computerspiel; Lebenslanges Lernen
    Other subjects: Computer-assisted instruction; Educational games
    Scope: ix, 154 Seiten, Illustrationen, 24 cm
    Notes:

    Literaturangaben

  22. Serious games in education
    a global perspective
    Published: c2011
    Publisher:  Aarhus University Press, Aarhus

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    Source: Union catalogues
    Language: English
    Media type: Ebook
    Format: Online
    ISBN: 8779347053; 9788771242591; 9788779347052
    Subjects: Computer games; Computer-assisted instruction; Educational games; Lehrmittel; Computerunterstützter Unterricht; Computerspiel
    Scope: 203 p.
    Notes:

    Includes bibliographical references

  23. Serious games
    games that educate, train, and inform
    Published: 2006
    Publisher:  Thomson Course Technology PTR, Boston, MA

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    Source: Union catalogues
    Language: English
    Media type: Ebook
    Format: Online
    ISBN: 1592006221
    Subjects: Computer games; Educational games; Lernen; Computerspiel
    Scope: xviii, 287 p.
    Notes:

    Includes index

  24. Handbook of research on gaming trends in P-12 education
    Contributor: Russell, Donna (Publisher); Laffey, James M. (Publisher)
    Published: [2016]; © 2016
    Publisher:  Information Science Reference, an imprint of IGI Global, Hershey PA, USA

    "This book provides current research intended to aid educators, school administrators, and game developers in teaching today's youth in a technology-immersive society, melding gaming for entertainment purposes as well as gaming applied within... more

    Hochschulbibliothek Ansbach
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    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
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    "This book provides current research intended to aid educators, school administrators, and game developers in teaching today's youth in a technology-immersive society, melding gaming for entertainment purposes as well as gaming applied within educational settings with an emphasis on P-12 classrooms"...

     

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    Content information
    Volltext (URL des Erstveröffentlichers)
    Source: Union catalogues
    Contributor: Russell, Donna (Publisher); Laffey, James M. (Publisher)
    Language: English
    Media type: Ebook
    Format: Online
    ISBN: 9781466696303
    Other identifier:
    RVK Categories: DW 4400
    Series: Advances in game-based learning (AGBL) book series
    Subjects: Educational games; Virtual reality in education; Electronic games; Forschung; Lernspiel; Computerspiel; Unterricht
    Scope: 1 Online-Ressource (xxxii, 663 Seiten), Illustrationen, Diagramme
    Notes:

    Includes bibliographical references and index

  25. Knowledge games
    how playing games can solve problems, create insight, and make change
    Published: [2016]
    Publisher:  Johns Hopkins University Press, Baltimore

    Universitätsbibliothek Augsburg
    Unlimited inter-library loan, copies and loan
    Universität der Bundeswehr München, Universitätsbibliothek
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    Content information
    Source: Union catalogues
    Language: English
    Media type: Book
    ISBN: 1421419203; 9781421419206
    RVK Categories: AP 15963 ; ST 324
    Series: Tech.edu
    Subjects: Gesellschaft; Psychologie; Games; Games; Educational games; Lernspiel; E-Learning; Computerspiel
    Scope: x, 270 Seiten, Illustrationen
    Notes:

    Includes bibliographical references and index