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  1. The shift from teaching to learning
    individual, collective and organizational learning through gaming simulation
    Published: 2014
    Publisher:  Bertelsmann, Bielefeld

    Universitäts- und Landesbibliothek Münster
    3K 52378
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    Source: Union catalogues
    Language: English
    Media type: Book
    ISBN: 9783763954209; 3763954201
    DDC Categories: 370
    Edition: 1. print.
    Subjects: Unterrichtsmethode; Lernspiel; Computerspiel; Simulation
    Scope: 380 S., Ill., graph. Darst.
    Notes:

    Literaturangaben

  2. Gamification in business innovation
    quasi-experimental research results on gamified idea generation
    Published: [2016]
    Publisher:  BWV, Berliner Wissenschafts-Verlag, Berlin

    Universitätsbibliothek Bielefeld
    LN590 F829
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    Universitätsbibliothek Duisburg-Essen
    PZI9166
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    Universitäts- und Landesbibliothek Münster
    3K 64611
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    Source: Union catalogues
    Language: English
    Media type: Book
    ISBN: 9783830536512
    DDC Categories: 650
    Subjects: Innovationsmanagement; Lernspiel; Computerspiel
    Scope: 107 Seiten, Illustrationen, Diagramme, 25 cm
  3. Serious games for global education
    digital game-based learning in the English as a Foreign Language (EFL) classroom
    Published: 2017
    Publisher:  Peter Lang Edition, Frankfurt am Main ; Bern ; Bruxelles ; New York ; Oxford ; Warszawa ; Wien

    Universitätsbibliothek Koblenz
    EN/Y 2018 4032
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    EMJ1875
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    11EMJ1891
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    Source: Union catalogues
    Language: English
    Media type: Dissertation
    ISBN: 9783631734704; 3631734700
    Other identifier:
    9783631734704
    DDC Categories: 420
    Series: Foreign language pedagogy content- and learner-oriented ; volume 35
    Subjects: Englischunterricht; Lernspiel; Computerunterstütztes Lernen; Computerspiel
    Other subjects: (Produktform)Hardback; (Zielgruppe)Fachpublikum/ Wissenschaft; (BISAC Subject Heading)FOR000000; (BISAC Subject Heading)EDU000000: EDUCATION / General; (BISAC Subject Heading)EDU029000: EDUCATION / Teaching Methods & Materials / General; (BISAC Subject Heading)EDU029010: EDUCATION / Teaching Methods & Materials / Mathematics; (BISAC Subject Heading)EDU029050: EDUCATION / Teaching Methods & Materials / Arts & Humanities; (BISAC Subject Heading)EDU032000: EDUCATION / Leadership; (BISAC Subject Heading)EDU040000: EDUCATION / Philosophy, Theory & Social Aspects; (BISAC Subject Heading)FOR009000: FOREIGN LANGUAGE STUDY / German; (BISAC Subject Heading)LAN020000: LANGUAGE ARTS & DISCIPLINES / Study & Teaching; (BISAC Subject Heading)LIT004170: LITERARY CRITICISM / European / German; (BISAC Subject Heading)LIT006000: LITERARY CRITICISM / Semiotics & Theory; (BIC subject category)2AB: English; (BIC subject category)CJ: Language teaching & learning (other than ELT); (BIC subject category)JNT: Teaching skills & techniques; (BIC subject category)UDX: Computer games / online games: strategy guides; (BIC subject category)YQ: Educational material; Based; Becker; Carmen; Classroom; Claudia; Digital; Digital Games; Education; Empirical Study; English; Foreign; Foreign Language Classroom; Game; Games; Global; Language; Learning; Michael; Müller; Rücker; Serious; (BISAC Subject Heading)FOR000000; (VLB-WN)1564: Hardcover, Softcover / Sprachwissenschaft, Literaturwissenschaft/Englische Sprachwissenschaft, Literaturwissenschaft
    Scope: 295 Seiten, Illustrationen, Diagramme, 21 cm x 14.8 cm
    Notes:

    Dissertation, Technische Universität Braunschweig, 2017

  4. The shift from teaching to learning
    individual, collective and organizational learning through gaming simulation ; proceedings of the 45th conference of the International Simulation and Gaming Association, Dornbirn 2014
    Published: 2014
    Publisher:  Bertelsmann, [Bielefeld]

    Universitäts- und Landesbibliothek Münster
    YE 11318
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    Source: Union catalogues
    Language: English
    Media type: Book; Data medium; Multimedia
    ISBN: 9783763954223
    Subjects: Simulation; Lernspiel; Computerspiel; Unterrichtsmethode
    Scope: 1 CD-ROM, 12 cm
    Notes:

    Titel auf dem Behältnis

  5. Supporting learning in information systems by facilitating motivation with games and game elements
    Published: 2018

    Universitätsbibliothek der RPTU in Kaiserslautern
    WIR 088/021
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    Volltext (kostenfrei)
    Volltext (kostenfrei)
    Source: Union catalogues
    Language: English
    Media type: Dissertation
    RVK Categories: QB 300 ; DP 2180
    Subjects: Motivation; Gamification; Lernspiel
    Scope: XI, 199 Blätter, Diagramme
    Notes:

    Dissertation, Universität Augsburg, 2018

  6. Gamify your classroom
    a field guide to game-based learning
    Published: [2017]; © 2017
    Publisher:  Peter Lang, New York ; Bern ; Frankfurt ; Berlin ; Brussels ; Vienna ; Oxford ; Warsaw

    Universitätsbibliothek Koblenz
    DI/GC 2018 5410(1,2017)
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    Universitätsbibliothek der RPTU in Landau
    did 20-387a
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    Universitätsbibliothek Wuppertal
    IGFA3909
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    Source: Union catalogues
    Language: English
    Media type: Book
    ISBN: 9781433135026; 1433135027
    Other identifier:
    9781433135026
    DDC Categories: 370
    Edition: Revised edition
    Series: New literacies and digital epistemologies ; vol. 77
    Subjects: Lernerfolg; Lernspiel; Unterrichtsmethode; Videospiel; Computerspiel
    Other subjects: (Produktform)Paperback / softback; (Zielgruppe)Fachpublikum/ Wissenschaft; Based; Classroom; Farber; Field; Game; Gamify; Guide; Learning; NEWLIT; Your; edition; revised; (VLB-WN)1570: Hardcover, Softcover / Pädagogik
    Scope: XXI, 346 Seiten, Illustrationen
  7. Krankheit in digitalen Spielen
    interdisziplinäre Betrachtungen
    Contributor: Görgen, Arno (Herausgeber, Verfasser); Simond, Stefan Heinrich (Herausgeber, Verfasser)
    Published: 2020
    Publisher:  transcript, Bielefeld

    Krankheit in digitalen Spielen hat viele Facetten - egal ob psychisch oder somatisch. Ihre Darstellung fußt dabei auf Prozessen, die gesellschaftliches Wissen zu Krankheiten aufgreifen und gemäß der Eigenlogik digitaler Spiele verändern. Ästhetik,... more

    Universitätsbibliothek Bielefeld
    RQ580 K8D5S
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    MZS 105
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    2D 10182
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    Krankheit in digitalen Spielen hat viele Facetten - egal ob psychisch oder somatisch. Ihre Darstellung fußt dabei auf Prozessen, die gesellschaftliches Wissen zu Krankheiten aufgreifen und gemäß der Eigenlogik digitaler Spiele verändern. Ästhetik, Narration und Spielmechanik partizipieren so an Kämpfen um Deutungshoheiten zwischen der Tradierung stigmatisierender Krankheitsvorstellungen einerseits und selbstreflexivem Empowerment andererseits. Die Beiträger*innen dieses ersten Sammelbandes zum Thema widmen sich theoretischen, analytischen und praktischen Fragestellungen rund um die Bedeutungsvielfalt von Krankheitskonstruktionen in digitalen Spielen aus interdisziplinärer Perspektive.

     

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    Source: Union catalogues
    Contributor: Görgen, Arno (Herausgeber, Verfasser); Simond, Stefan Heinrich (Herausgeber, Verfasser)
    Language: German; English
    Media type: Book
    ISBN: 9783837653281; 3837653285
    DDC Categories: 300
    Series: Medical humanities ; Band 6
    Subjects: Lernspiel; Psychische Störung; Computerspiel; Organische Krankheit; Darstellung; Gesundheitsförderung
    Scope: 465 Seiten, Illustrationen
  8. Gamify your classroom
    a field guide to game-based learning
    Published: 2015
    Publisher:  Lang, New York [u.a.]

    Universitäts- und Stadtbibliothek Köln, Hauptabteilung
    2016/131
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    Universitätsbibliothek der RPTU in Landau
    did 20-387
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    00/IGO5
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    3K 55841
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    KNZS6392
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    Source: Union catalogues
    Language: English
    Media type: Book
    ISBN: 9781433126710; 9781433126703; 1433126710
    Other identifier:
    9781433126710
    DDC Categories: 370
    Series: New literacies and digital epistemologies ; 71
    Subjects: Mediendidaktik; Lernspiel; Lernerfolg; Spielforschung; Spiel; Unterrichtsmethode
    Other subjects: (Produktform)Hardback; (Zielgruppe)Fachpublikum/ Wissenschaft; (BISAC Subject Heading)EDU002000; (BIC Subject Heading)GTC; (VLB-WN)1570: Hardcover, Softcover / Pädagogik
    Scope: X, 263 S., Ill., 225 mm x 150 mm, 500 g
  9. Kultur und Informatik: serious games
    Contributor: Sieck, Jürgen (Hrsg.)
    Published: 2009
    Publisher:  vwh, Verl. Werner Hülsbusch, Fachverl. für Medientechnik u. -wirtschaft, Boizenburg

    Bibliothek der Hochschule Darmstadt, Teilbibliothek Dieburg
    40/SU 500 S571
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    40/SU 500 S571 +2
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    40/SU 500 S571 +3
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    40/SU 500 S571 +4
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    Universitätsbibliothek Kassel, Standort Holländischer Platz
    25 Publ RL 0045
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    Universität Marburg, Universitätsbibliothek
    001 AP 15963 S571
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    Source: Union catalogues
    Contributor: Sieck, Jürgen (Hrsg.)
    Language: German; English
    Media type: Book
    Format: Print
    ISBN: 9783940317476
    Other identifier:
    9783940317476
    RVK Categories: SU 500 ; AP 15963
    DDC Categories: 370; 004
    Edition: Als Typoskript gedr.
    Series: Game studies
    Subjects: Lernspiel; Computerspiel; Wissensvermittlung
    Scope: 288 S., Ill., graph. Darst., 23 cm
    Notes:

    Beitr. teilw. dt., teilw. engl

    Literaturangaben

  10. Serious Games for Global Education
    Published: 2017
    Publisher:  Peter Lang GmbH, Frankfurt a.M. ; Peter Lang International Academic Publishers, Bern

    In the last few years, global education has become a key concept within the TEFL domain, suggesting competences, topics, and methods that enable students to become responsible and knowledgeable participants in a globalized world. With the help of a... more

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    In the last few years, global education has become a key concept within the TEFL domain, suggesting competences, topics, and methods that enable students to become responsible and knowledgeable participants in a globalized world. With the help of a triangulated blended learning study conducted in five different middle school EFL classes, and an additional small group study, the author investigates the potential of digital games that have an educational purpose, so called serious games, for global education when used in EFL scenarios. The results show a clear contribution of serious games to global education when used with EFL learners, leading to a reference model of digital game-based learning in the EFL classroom.

     

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    Source: Union catalogues
    Language: English
    Media type: Ebook
    Format: Online
    ISBN: 9783631734711
    Other identifier:
    Edition: 1st, New ed.
    Series: Fremdsprachendidaktik inhalts- und lernerorientiert / Foreign Language Pedagogy - content- and learner-oriented ; 35
    Subjects: Englischunterricht; Computerunterstütztes Lernen; Computerspiel; Lernspiel
    Scope: 1 Online-Ressource
  11. Handbook of game-based learning
    Contributor: Mayer, Richard E. (Herausgeber); Plass, Jan L. (Herausgeber); Homer, Bruce D. (Herausgeber)
    Published: [2019]
    Publisher:  The MIT Press, Cambridge, Massachusetts ; ProQuest E-Book Central, London, England

    Universitätsbibliothek Kassel, Landesbibliothek und Murhardsche Bibliothek der Stadt Kassel
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    Contributor: Mayer, Richard E. (Herausgeber); Plass, Jan L. (Herausgeber); Homer, Bruce D. (Herausgeber)
    Language: English
    Media type: Ebook
    Format: Online
    ISBN: 9780262356534
    RVK Categories: DP 2600 ; DW 4000
    Subjects: Lernspiel; Computerspiel
    Scope: 1 Online-Ressource (xi, 586 Seiten), Illustrationen
  12. Gamify Your Classroom
    A Field Guide to Game-Based Learning – Revised edition
    Published: 2018
    Publisher:  Peter Lang Inc., New York ; Peter Lang International Academic Publishers, Bern

    This completely revised and expanded field guide is packed with new innovative ideas on how to implement game-based learning and gamification techniques in everyday teaching. With nearly two dozen more experts than the first edition, this book... more

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    This completely revised and expanded field guide is packed with new innovative ideas on how to implement game-based learning and gamification techniques in everyday teaching. With nearly two dozen more experts than the first edition, this book contains interviews with more than 70 authorities in the field, including academics such as James Paul Gee, Kurt Squire, Mizuko (Mimi) Ito, Lee Sheldon, Jordan Shapiro, and Mary Flanagan. The author also shares conversations with experts from numerous organizations such as Common Sense Media, iCivics, DragonBox, Connected Camps, GlassLab Games, Schell Games, Institute of Play, Games for Change, BrainPOP, Tiggly, Toca Boca, ThinkFun, BrainQuake, Filament Games, BreakoutEDU, Kahoot, Classcraft, and more. Featuring a new introduction, as well as a foreword from USA Today’s national K-12 education writer Greg Toppo, this book provides new practical lesson plan ideas, ready-to-use games, and links for further research in each updated chapter. Included are best practice recommendations from star game-based learning teachers, including Steve Isaacs, Peggy Sheehy, Michael Matera, Rafranz Davis, Zack Gilbert, and Paul Darvasi. Regardless of your teaching discipline or grade level, whether you are new to game-based learning or if you have experience and want to take a deeper dive, this book will engage and reinvigorate the way you teach and how your students learn!... "Matthew Farber’s «Gamify Your Classroom» is the definitive guide to game-based learning. Whether you are dipping your toes in the pool or swimming in the deep end, this book is a rich resource. He has left no stone unturned as he provides background of game theory, history of the game industry (commercial and educational) and a tremendous practical overview of what is happening in the game-based learning space. The book is an easy read and demonstrates that he is a walking encyclopedia on the topic. I am truly amazed at the fact that Farber clearly connected with everyone in the field, and ties the work together beautifully."—Steve Isaacs, Middle School Teacher of Video Game Design and Development... "The world of games in education is vast. Matthew Farber is a clear-eyed guide to lands both familiar and foreign, and «Gamify Your Classroom» is a combined atlas and encyclopedia of game-based learning. This book is valuable for teachers, school leaders, and scholars. No matter what your destination in game-based learning, Farber can help you navigate like a native."—Barry Fishman, Professor, University of Michigan... "Matthew Farber’s voice rings with authenticity—he’s a real teacher, in a real classroom, who is passionate about working with young people. He is a true practitioner of what he presents, but he also is able to float above his school to offer us a comprehensive, bird’s eye view of the complicated and often contradictory field of games and learning. It is a gift for all of us to have a teacher’s voice as part of the literature and research in this field. In this book, Farber has done what games and play have the power to do—raise big questions, investigate different perspectives and stories, explore challenges, and allow us to emerge from the experience full of joyous curiosity and inspired to learn more."—Rebecca Rufo-Tepper, Director of Programs, Institute of Play...

     

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    Source: Union catalogues
    Contributor: Knobel, Michele; Farber, Matthew
    Language: English
    Media type: Ebook
    Format: Online
    ISBN: 9781433138829
    Other identifier:
    DDC Categories: 370
    Edition: 1st, New ed.
    Series: New Literacies and Digital Epistemologies ; 77
    Subjects: Lernspiel; Unterrichtsmethode; Lernerfolg; Computerspiel; Videospiel
    Scope: 1 Online-Ressource
  13. Resonant Games
    Design Principles for Learning Games that Connect Hearts, Minds, and the Everyday
    Published: [2018]
    Publisher:  MIT Press, Cambridge, MA ; Project MUSE, Baltimore, Md.

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    Bibliothek der Hochschule Darmstadt, Zentralbibliothek
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    TU Darmstadt, Universitäts- und Landesbibliothek - Stadtmitte
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    Bibliothek der Frankfurt University of Applied Sciences
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    Source: Union catalogues
    Language: English
    Media type: Ebook
    Format: Online
    ISBN: 9780262346078
    RVK Categories: DW 4400
    Series: The John D. and Catherine T. Macarthur Foundation series on digital media and learning
    Subjects: Lernspiel; Computerspiel; Design; Medienpädagogik
    Scope: 1 Online-Ressource (pages cm.)
    Notes:

    Includes bibliographical references and index

    Description based on print version record

  14. Serious Games Development and Applications
    Second International Conference, SGDA 2011, Lisbon, Portugal, September 19-20, 2011, Proceedings
    Contributor: Ma, Minhua (Herausgeber); Fradinho Oliveira, Manuel (Herausgeber); Madeiras Pereira, Joao (Herausgeber)
    Published: 2011
    Publisher:  Springer Berlin Heidelberg, Berlin, Heidelberg ; Springer International Publishing AG, Cham

    Bibliothek der Hochschule Darmstadt, Zentralbibliothek
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    Source: Union catalogues
    Contributor: Ma, Minhua (Herausgeber); Fradinho Oliveira, Manuel (Herausgeber); Madeiras Pereira, Joao (Herausgeber)
    Language: English
    Media type: Ebook
    Format: Online
    ISBN: 9783642238345; 3642238343
    Other identifier:
    RVK Categories: DP 1960 ; DP 2600
    DDC Categories: 004; 370
    Edition: 1st edition 2011
    Series: Image Processing, Computer Vision, Pattern Recognition, and Graphics ; 6944
    Subjects: E-Learning; Lernspiel; Computerspiel; Computer graphics; Computer vision; Artificial intelligence; Education; Application software; Computer Graphics; Computer Vision; Artificial Intelligence; Computers and Education; Computer and Information Systems Applications
    Scope: 1 Online-Ressource (X, 147 Seiten), 50 illus., 33 illus. in color.
  15. The gamification of learning and instruction
    game-based methods and strategies for training and education
    Published: 2012
    Publisher:  Pfeiffer, San Francisco, Calif.

    Universität Frankfurt, Elektronische Ressourcen
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    Source: Union catalogues
    Language: English
    Media type: Ebook
    Format: Online
    ISBN: 9781118096345; 1118096347; 9781118192009 (Sekundärausgabe); 9781280671876 (Sekundärausgabe)
    RVK Categories: DP 1960 ; DW 4400 ; ST 670 ; CP 5000 ; DG 9400
    DDC Categories: 370; 650
    Subjects: Lernforschung; Lerntheorie; Lernspiel; Computerspiel; Trainingsmethode
    Scope: XXXIII, 302 S., Ill.
    Notes:

    Online-Ausg.:

  16. Serious games development and applications
    second international conference ; proceedings
    Contributor: Ma, Minhua (Herausgeber)
    Published: 2011
    Publisher:  Springer, Berlin

    TU Darmstadt, Universitäts- und Landesbibliothek - Stadtmitte
    /DP 1960 M111
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    Source: Union catalogues
    Contributor: Ma, Minhua (Herausgeber)
    Language: English
    Media type: Book
    Format: Print
    ISBN: 9783642238338; 3642238335
    Other identifier:
    9783642238338
    RVK Categories: DP 1960 ; DP 2600
    DDC Categories: 370; 004
    Series: Lecture notes in computer science ; 6944
    Subjects: E-Learning; Lernspiel; Computerspiel
    Scope: X, 145 Seiten, Illustrationen, grapüh. Darst., 24 cm
    Notes:

    Literaturangaben

  17. Zirkus Empathico 2.0, A serious game to foster emotional and collaborative skills in children with Autism Spectrum Disorder (ASD)
    Published: 2024
    Publisher:  Humboldt-Universität zu Berlin, Berlin

    Technische Hochschule Bingen, Bibliothek
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    Source: Union catalogues
    Language: English
    Media type: Dissertation
    Format: Online
    Other identifier:
    DDC Categories: 610
    Subjects: Autismus; Kind; Computerspiel; Lernspiel; Affective Computing
    Scope: 1 Online-Ressource
    Notes:

    Dissertation, Berlin, Humboldt-Universität zu Berlin, 2023

  18. Teaching the Middle Ages through Modern Games
    Using, Modding and Creating Games for Education and Impact
    Contributor: Champion, Erik (Mitwirkender); Clybor, Shawn (Mitwirkender); DeVine, David (Mitwirkender); Gottlieb, Owen (Mitwirkender); Grant, Katrina (Mitwirkender); Hardin, Marques (Mitwirkender); Horswell, Mike (Mitwirkender); Houghton, Robert (Mitwirkender); Klaassen, Frank (Mitwirkender); Konshuh, Courtnay (Mitwirkender); Kuran, Mehmet Şükrü (Mitwirkender); López, Mariana (Mitwirkender); Mylonas, Phivos (Mitwirkender); Nurmikko-Fuller, Terhi (Mitwirkender); Sotiropoulou, Anna (Mitwirkender); Stamou, Klio (Mitwirkender); Stirling, Eve (Mitwirkender); Tozoğlu, Ahmet Erdem (Mitwirkender); Voutos, Yorghos (Mitwirkender); Wan, Wenqi (Mitwirkender); Wood, Jamie (Mitwirkender)
    Published: 2022; ©2022
    Publisher:  De Gruyter Oldenbourg, München ; Walter de Gruyter GmbH, Berlin

    Games can act as invaluable tools for the teaching of the Middle Ages. The learning potential of physical and digital games is increasingly undeniable at every level of historical study. These games can provide a foundation of information through... more

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    Games can act as invaluable tools for the teaching of the Middle Ages. The learning potential of physical and digital games is increasingly undeniable at every level of historical study. These games can provide a foundation of information through their stories and worlds. They can foster understanding of complex systems through their mechanics and rules. Their very nature requires the player to learn to progress. The educational power of games is particularly potent within the study of the Middle Ages. These games act as the first or most substantial introduction to the period for many students and can strongly influence their understanding of the era. Within the classroom, they can be deployed to introduce new and alien themes to students typically unfamiliar with the subject matter swiftly and effectively. They can foster an interest in and understanding of the medieval world through various innovative means and hence act as a key educational tool. This volume presents a series of essays addressing the practical use of games of all varieties as teaching tools within Medieval Studies and related fields. In doing so it provides examples of the use of games at pre-university, undergraduate, and postgraduate levels of study, and considers the application of commercial games, development of bespoke historical games, use of game design as a learning process, and use of games outside the classroom. As such, the book is a flexible and diverse pedagogical resource and its methods may be readily adapted to the teaching of different medieval themes or other periods of history.

     

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    Source: Union catalogues
    Contributor: Champion, Erik (Mitwirkender); Clybor, Shawn (Mitwirkender); DeVine, David (Mitwirkender); Gottlieb, Owen (Mitwirkender); Grant, Katrina (Mitwirkender); Hardin, Marques (Mitwirkender); Horswell, Mike (Mitwirkender); Houghton, Robert (Mitwirkender); Klaassen, Frank (Mitwirkender); Konshuh, Courtnay (Mitwirkender); Kuran, Mehmet Şükrü (Mitwirkender); López, Mariana (Mitwirkender); Mylonas, Phivos (Mitwirkender); Nurmikko-Fuller, Terhi (Mitwirkender); Sotiropoulou, Anna (Mitwirkender); Stamou, Klio (Mitwirkender); Stirling, Eve (Mitwirkender); Tozoğlu, Ahmet Erdem (Mitwirkender); Voutos, Yorghos (Mitwirkender); Wan, Wenqi (Mitwirkender); Wood, Jamie (Mitwirkender)
    Language: English
    Media type: Ebook
    Format: Online
    ISBN: 9783110712032
    Other identifier:
    DDC Categories: 793; 370; 940; 900
    Series: Video Games and the Humanities , ; 11
    Subjects: Mittelalter; Geschichtsunterricht; Lernspiel; Computerspiel
    Scope: 1 Online-Ressource (VII, 306 p.)
  19. Extending game-based anti-phishing education using personalization
    design and implementation of a framework for personalized learning game content in anti-phishing learning games
    Published: 2023
    Publisher:  Universitätsbibliothek der RWTH Aachen, Aachen

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    Contributor: Schroeder, Ulrik (Akademischer Betreuer); Lucke, Ulrike (Akademischer Betreuer)
    Language: English
    Media type: Dissertation
    Format: Online
    Other identifier:
    DDC Categories: 370
    Series: Aachen. RWTH Aachen University, 2023
    Subjects: Lernspiel; E-Learning; Computerspiel; Computerunterstütztes Lernen
    Scope: 1 Online-Ressource
    Notes:

    Dissertation, RWTH Aachen University, 2023

  20. "Loading..."
    Game Studies interdisziplinär
    Contributor: Bodden, Tamara (Herausgeber); Madeheim, Marvin (Herausgeber); Montag, Annegret (Herausgeber)
    Published: 30 Aug 2021
    Publisher:  Brill | Wilhelm Fink, Paderborn ; Brill, Leiden

    Der Band präsentiert interdisziplinäre Zugangsweisen zu Games und vereint fachwissenschaftliche und didaktische Perspektiven aus dem Bereich der Kulturwissenschaften. Hierbei werden sowohl Indie-Games wie Path Out, Life is Strange und GRIS als auch... more

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    Der Band präsentiert interdisziplinäre Zugangsweisen zu Games und vereint fachwissenschaftliche und didaktische Perspektiven aus dem Bereich der Kulturwissenschaften. Hierbei werden sowohl Indie-Games wie Path Out, Life is Strange und GRIS als auch Tripple-A-Titel wie Call of Duty, GTA und Legend of Zelda betrachtet. Schwerpunktbereiche des Bandes präsentieren unter anderem die Darstellung von Wissenschaft in Games sowie das Spannungsverhältnis von Bild und Storytelling. Es werden Phänomene wie die Werbestrategien der Bundeswehr, psychische Erkrankungen aber auch aktuelle Themen wie Flucht und Migration sowie ökosensible Kulturkritik erörtert.

     

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    Contributor: Bodden, Tamara (Herausgeber); Madeheim, Marvin (Herausgeber); Montag, Annegret (Herausgeber)
    Language: English
    Media type: Ebook
    Format: Online
    ISBN: 9783846765715
    Other identifier:
    DDC Categories: 370; 793
    Subjects: Computerspiel; Narrativität; Erzähltechnik; Ästhetik; Interdisziplinäre Forschung; Videospiel; Lernspiel; Jugend; Mediendidaktik
    Scope: 1 Online-Ressource (XVI, 233 Seiten), Illustrationen
  21. Gamification in Learning and Education
    Enjoy Learning Like Gaming
    Published: 2018
    Publisher:  Springer International Publishing, Cham ; Springer International Publishing AG

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    Language: English
    Media type: Ebook
    Format: Online
    ISBN: 9783319472836; 3319472836
    Other identifier:
    RVK Categories: DW 4400
    Edition: 1st ed. 2018
    Series: Advances in Game-Based Learning
    Subjects: Edutainment; Computerspiel; Lernspiel; Educational technology; Learning, Psychology of; Digital Education and Educational Technology; Instructional Psychology
    Scope: 1 Online-Ressource (XIV, 159 Seiten), 76 illus., 60 illus. in color.
  22. Serious Games
    Mechanisms and Effects
    Published: 2009
    Publisher:  Taylor and Francis, London ; ProQuest, Ann Arbor, Michigan

    Serious Games provides a thorough exploration of the claim that playing games can provide learning that is deep, sustained and transferable to the real world. "Serious games" is defined herein as any form of interactive computer-based game software... more

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    Serious Games provides a thorough exploration of the claim that playing games can provide learning that is deep, sustained and transferable to the real world. "Serious games" is defined herein as any form of interactive computer-based game software for one or multiple players to be used on any platform and that has been developed to provide more than entertainment to players. With this volume, the editors address the gap in exisiting scholarship on gaming, providing an academic overview on the mechanisms and effects of serious games. Contributors investigate the psychological mechanisms that take place not only during gaming, but also in game selection, persistent play, and gaming impact. The work in this collection focuses on the desirable outcomes of digital game play. The editors distinguish between three possible effects -- learning, development, and change -- covering a broad range of serious games' potential impact. Contributions from internationally recognized scholars focus on five objectives: Define the area of serious games Elaborate on the underlying theories that explain suggested psychological mechanisms elicited through serious game play, addressing cognitive, affective and social processes Summarize the empirical evidence on the effectiveness of serious games, Introduce innovative research methods as a response to methodological challenges imposed through interactive media Discuss the possibilities and limitations of selected applications for educational purposes. Anchored primarily in social science research, the reader will be introduced to approaches that focus on the gaming process and the users' experiences. Additional perspectives will be provided in the concluding chapters, written from non-social science approaches by experts in academic game design and representatives of the gaming industry. The editors acknowledge the... necessity for a broader interdisciplinary study of the phenomena and work to overcome the methodological divide in games research to look ahead to a more integrated and interdisciplinary study of digital games. This timely and singular volume will appeal to scholars, researchers, and graduate students working in media entertainment and game studies in the areas of education, media, communication, and psychology.

     

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    Source: Union catalogues
    Contributor: Cody, Michael; Vorderer, Peter
    Language: English
    Media type: Ebook
    Format: Online
    ISBN: 9780203891650
    RVK Categories: AP 18200 ; AP 99500 ; DG 9400 ; SU 500 ; AP 15963 ; CV 3500
    Edition: 1st ed.
    Subjects: Computerspiel; Soziales Lernen; Lernspiel
    Scope: 1 Online-Ressource (553 pages)
    Notes:

    Description based on publisher supplied metadata and other sources

  23. Computer games as educational and management tools
    uses and approaches
    Contributor: Cruz-Cunha, Maria Manuela (Hrsg.)
    Published: 2011
    Publisher:  Information Science Reference, Hershey, Pa.

    Universität Marburg, Universitätsbibliothek
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    Contributor: Cruz-Cunha, Maria Manuela (Hrsg.)
    Language: English
    Media type: Book
    Format: Print
    ISBN: 9781609605698; 1609605691
    RVK Categories: QP 373 ; QH 430 ; SU 500
    Series: Premier reference source
    Subjects: Computerspiel; Lernspiel; Computerunterstütztes Lernen
    Scope: XX, 337 S., Ill., graph. Darst.
    Notes:

    Includes bibliographical references and index. - Enth. 17 Beitr.

  24. Edutainment Technologies. Educational Games and Virtual Reality/Augmented Reality Applications
    6th International Conference on E-learning and Games, Edutainment 2011, Taipei, Taiwan, September 7-9, 2011, Proceedings
    Contributor: Chang, Maiga (Herausgeber); Hwang, Wu-Yuin (Herausgeber); Chen, Ming-Puu (Herausgeber); Mueller, Wolfgang (Herausgeber)
    Published: 2011
    Publisher:  Springer Berlin Heidelberg, Berlin, Heidelberg ; Springer International Publishing AG, Cham

    Bibliothek der Hochschule Darmstadt, Zentralbibliothek
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    Contributor: Chang, Maiga (Herausgeber); Hwang, Wu-Yuin (Herausgeber); Chen, Ming-Puu (Herausgeber); Mueller, Wolfgang (Herausgeber)
    Language: English
    Media type: Ebook
    Format: Online
    ISBN: 9783642234569; 3642234569
    Other identifier:
    RVK Categories: SS 4800
    DDC Categories: 793; 370; 004
    Edition: 1st ed. 2011
    Series: Information Systems and Applications, incl. Internet/Web, and HCI ; 6872
    Subjects: Edutainment; E-Learning; Lernspiel; Computerspiel; Erweiterte Realität <Informatik>; Graphische Benutzeroberfläche; Ubiquitous Computing; Systemplattform; Education; User interfaces (Computer systems); Human-computer interaction; Application software; Multimedia systems; Computer graphics; Interactive multimedia; Computers and Education; User Interfaces and Human Computer Interaction; Computer and Information Systems Applications; Multimedia Information Systems; Computer Graphics; Media Design
    Scope: 1 Online-Ressource (XXIV, 560 Seiten), 256 illus., 197 illus. in color.
  25. Serious games
    mechanisms and effects
    Contributor: Ritterfeld, Ute (Hrsg.)
    Published: 2009
    Publisher:  Routledge, New York, NY [u.a.]

    TU Darmstadt, Universitäts- und Landesbibliothek - Stadtmitte
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    Contributor: Ritterfeld, Ute (Hrsg.)
    Language: English
    Media type: Book
    Format: Print
    ISBN: 0415993709; 9780415993708; 0415993695; 9780415993692
    RVK Categories: AP 18200 ; AP 99500 ; DG 9400 ; SU 500 ; AP 15963 ; CV 3500
    Subjects: Computerspiel; Soziales Lernen; Lernspiel
    Scope: XXII, 530 S., graph. Darst.
    Notes:

    Literaturangaben