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Displaying results 1 to 25 of 35.

  1. 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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    Content information
    Source: Union catalogues
    Language: English
    Media type: Book
    ISBN: 9783830536512
    DDC Categories: 650
    Subjects: Innovationsmanagement; Lernspiel; Computerspiel
    Scope: 107 Seiten, Illustrationen, Diagramme, 25 cm
  2. Gesundheit spielend fördern
    Potenziale und Herausforderungen von digitalen Spieleanwendungen für die Gesundheitsförderung und Prävention
    Contributor: Dadaczynski, Kevin (Hrsg.)
    Published: 2016
    Publisher:  Beltz Juventa, Weinheim [u.a.]

    Fachhochschule Bielefeld, Hochschulbibliothek
    VZTM Gesu
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    Universitätsbibliothek Bielefeld
    RT400 G3S7F
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    Fachhochschule Dortmund, Hochschulbibliothek
    OSD 43
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    Hochschulbibliothek der Hochschule Düsseldorf
    11 OSD 145
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    Landesbibliothekszentrum Rheinland-Pfalz / Rheinische Landesbibliothek
    2018/3827
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    Universitätsbibliothek Koblenz
    PÄ/G 2017 10838
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    Deutsche Zentralbibliothek für Medizin - Informationszentrum Lebenswissenschaften, Köln
    2018 A 1629
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    Katholische Hochschule Nordrhein-Westfalen (katho), Hochschulbibliothek
    GWF 317
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    RT 353
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    Humanwissenschaftliche Bibliothek: Gemeinsame Bibliothek der Humanwissenschaftlichen Fakultät und der USB
    HFB/302/Dadaczynski
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    Universitäts- und Stadtbibliothek Köln, Hauptabteilung
    2015/929
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    Hochschule für Wirtschaft und Gesellschaft Ludwigshafen, Bibliothek
    DO 7000 0042
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    FH Münster, Hochschulbibliothek
    VCE 130+1
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    Hochschule Koblenz, RheinAhrCampus, Bibliothek
    02 GSW F 44578
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    Content information
    Source: Union catalogues
    Contributor: Dadaczynski, Kevin (Hrsg.)
    Language: German
    Media type: Book
    ISBN: 9783779933427; 377993342X
    Other identifier:
    9783779933427
    RVK Categories: DO 7000
    DDC Categories: 370
    Subjects: Lernspiel; Gesundheitsförderung; Computerspiel
    Scope: 356 S., Ill., graph Darst.
  3. Gesundheit spielend fördern
    Potenziale und Herausforderungen von digitalen Spieleanwendungen für die Gesundheitsförderung und Prävention
    Contributor: Dadaczynski, Kevin (Herausgeber); Schiemann, Stephan (Herausgeber); Paulus, Peter (Herausgeber)
    Published: [2016]; © 2016
    Publisher:  Beltz Juventa, Weinheim

    Evangelische Hochschule Darmstadt, Bibliothek
    Vaq Ges 3
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    Universitätsbibliothek J. C. Senckenberg, Bibliothek Sozialwissenschaften und Psychologie (BSP)
    04/XE 4800 D121
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    Hochschul- und Landesbibliothek Fulda, Standort Campus
    21 / DO 7000 D121
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    Hochschul- und Landesbibliothek Fulda, Standort Campus
    21 / DO 7000 D121 +2
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    Universität Mainz, Zentralbibliothek
    274.934
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    Universität Marburg, Universitätsbibliothek
    070 8 2017/02387
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    Source: Union catalogues
    Contributor: Dadaczynski, Kevin (Herausgeber); Schiemann, Stephan (Herausgeber); Paulus, Peter (Herausgeber)
    Language: German
    Media type: Book
    Format: Print
    ISBN: 377993342X; 9783779933427
    Other identifier:
    9783779933427
    RVK Categories: DO 7000 ; XE 4800 ; AP 13650 ; XE 2900
    DDC Categories: 370; 610
    Subjects: Gesundheitsförderung; Computerspiel; Computerspiel; Lernspiel; Gesundheitsförderung
    Scope: 356 Seiten, Diagramme
    Notes:

    Literaturangaben

  4. Das Spiel
    interdisziplinäre Perspektiven auf ein vielgestaltiges kulturelles Phänomen
    Contributor: Elmenreich, Wilfried (Herausgeber, Verfasser); Groß, Horst Peter (Herausgeber, Verfasser)
    Published: [2016]
    Publisher:  Profil Verlag, München

    Hochschul- und Landesbibliothek RheinMain, Rheinstraße
    60 18 A 725
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    Source: Union catalogues
    Contributor: Elmenreich, Wilfried (Herausgeber, Verfasser); Groß, Horst Peter (Herausgeber, Verfasser)
    Language: German
    Media type: Book
    Format: Print
    ISBN: 9783890197081
    DDC Categories: 300; 793; 100
    Series: Klagenfurter Interdisziplinäres Kolleg ; 5
    Subjects: Computerspiel; Lernspiel; Lotterie
    Scope: 176 Seiten, Illustrationen, 21 cm
  5. Gesundheit spielend fördern
    Potenziale und Herausforderungen von digitalen Spieleanwendungen für die Gesundheitsförderung und Prävention
    Contributor: Dadaczynski, Kevin (Herausgeber); Schiemann, Stephan (Herausgeber); Paulus, Peter (Herausgeber)
    Published: [2016]; © 2016
    Publisher:  Beltz Juventa, Weinheim ; Preselect.media GmbH, Basel

    Access:
    Bibliothek der Frankfurt University of Applied Sciences
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    Hochschul- und Landesbibliothek Fulda, Standort Heinrich-von-Bibra-Platz
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    Source: Union catalogues
    Contributor: Dadaczynski, Kevin (Herausgeber); Schiemann, Stephan (Herausgeber); Paulus, Peter (Herausgeber)
    Language: German
    Media type: Ebook
    Format: Online
    ISBN: 9783779943532
    RVK Categories: DO 7000 ; XE 4800 ; AP 13650 ; XE 2900
    DDC Categories: 610; 370
    Subjects: Gesundheitsförderung; Computerspiel; Lernspiel
    Scope: 1 Online-Ressource (356 Seiten), Illustrationen
    Notes:

    Literaturangaben

  6. Spielend Kompetenzen entwickeln. Serious Games in der beruflichen Aus- und Weiterbildung
    Author: Appel, Joana
    Published: 2016
    Publisher:  Studylab, München

  7. Doodlings: Entwicklung eines location-based Games mit spielergenerierten Inhalten
    Published: 2016
    Publisher:  Hochschule für Angewandte Wissenschaften Hamburg, Hamburg

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    Source: Union catalogues
    Contributor: Zukunft, Olaf (Akademischer Betreuer)
    Language: German
    Media type: Dissertation
    Format: Online
    Other identifier:
    hdl: 20.500.12738/7433
    Subjects: Computerspiel; Virtuelle Realität; Programmierung; Spiel; Standortbezogener Dienst; Lernspiel
    Other subjects: Spielentwicklung
    Scope: Online-Ressource
    Notes:

    Bachelorarbeit, Hamburg, Hochschule für angewandte Wissenschaften Hamburg,

  8. Spielen im Unterricht? Evolutionsbiologische und entwicklungspsychologische Aspekte
    Bedeutung des Spiels am Gymnasium
    Author: Baer, Anna
    Published: 2016
    Publisher:  GRIN Verlag, München

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    Source: Union catalogues
    Language: German
    Media type: Ebook
    Format: Online
    ISBN: 9783668322899
    Other identifier:
    9783668322899
    Edition: 1. Auflage, digitale Originalausgabe
    Subjects: Spiel; Kinderspiel; Computerspiel; Lernspiel
    Other subjects: (Produktform)Electronic book text; (BISAC Subject Heading)SCI086000: SCIENCE / Life Sciences / General; spielen;unterricht;evolutionsbiologische;aspekte;bedeutung;spiels;gymnasium; (VLB-WN)9679: Biologie / Sonstiges
    Scope: Online-Ressource, 95 Seiten
    Notes:

    Vom Verlag als Druckwerk on demand und/oder als E-Book angeboten

  9. Das Spiel
    interdisziplinäre Perspektiven auf ein vielgestaltiges kulturelles Phänomen
    Published: [2016]
    Publisher:  Profil Verlag, München ; Wien

    Universitätsbibliothek Bayreuth
    Unlimited inter-library loan, copies and loan
    Bayerische Staatsbibliothek
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    Universitätsbibliothek der LMU München
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    Content information
    Source: Union catalogues
    Language: German
    Media type: Book
    ISBN: 9783890197180; 9783890197081
    RVK Categories: AP 15963
    DDC Categories: 100; 300; 793
    Series: Klagenfurter Interdisziplinäres Kolleg ; Band 5
    Subjects: Computerspiel; Lernspiel; Lotterie
    Scope: 176 Seiten, Illustrationen
  10. 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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    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
    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

  11. 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

  12. 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
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    Hochschulbibliothek Ingolstadt
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    Technische Universität München, Universitätsbibliothek
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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
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    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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    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

  13. ESL games
    176 English language games for children
    Published: 2016
    Publisher:  [CreateSpace Independent Publishing Platform], [Erscheinungsort nicht ermittelbar]

    Universitätsbibliothek Würzburg
    Unlimited inter-library loan, copies and loan
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    Source: Union catalogues
    Language: English
    Media type: Book
    ISBN: 9781475255584
    RVK Categories: HD 208
    Edition: 4th edition
    Subjects: Englischunterricht; Lernspiel
    Other subjects: Englische Sprache und Literatur
    Scope: 236 Seiten, Illustrationen, Diagramme
    Notes:

    Auf dem Umschlag: Effective fun classroom activities for busy teachers ; bring the joy of learning into your classroom ; motivate your students ; ages 6 to 12

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

    Universitätsbibliothek Augsburg
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    Universität der Bundeswehr München, Universitätsbibliothek
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    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

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

    Bayerische Staatsbibliothek
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    Universitätsbibliothek Erlangen-Nürnberg, Wirtschafts- und Sozialwissenschaftliche Zweigbibliothek
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    Source: Union catalogues
    Language: English
    Media type: Book
    ISBN: 9783830529729
    RVK Categories: QP 210
    DDC Categories: 650
    Subjects: Innovationsmanagement; Lernspiel; Computerspiel
    Scope: XV, 107 Seiten, Illustrationen, Diagramme, 25 cm
  16. Praxis der Kinderpsychologie und Kinderpsychiatrie 2016 Jg. 65, Heft 2
    Ergebnisse aus Psychotherapie, Beratung und Psychiatrie
  17. Gamification in business innovation
    quasi-experimental research results on gamified idea generation
    Published: [2016]; © 2016
    Publisher:  BWV, Berliner Wissenschafts-Verlag, Berlin

    Hochschule für Wirtschaft und Recht, Hochschulbibliothek, Campus Schöneberg
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    Verbund der Öffentlichen Bibliotheken Berlins - VÖBB
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    Brandenburgische Technische Universität Cottbus - Senftenberg, Universitätsbibliothek
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    Source: Union catalogues
    Language: English
    Media type: Book
    ISBN: 9783830529729
    RVK Categories: QP 210
    DDC Categories: 650
    Subjects: Innovationsmanagement; Lernspiel; Computerspiel
    Scope: XV, 107 Seiten, Illustrationen, Diagramme, 25 cm
  18. Mimetische Bildung durch Märchen
    Phantasie, Narration, Moral
    Published: 2016
    Publisher:  Waxmann, Münster ; New York

    Universitätsbibliothek Bielefeld
    OK210 K18
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    Universitätsbibliothek Duisburg-Essen
    IBUZ2733
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    Seminar für Deutsche Sprache und ihre Didaktik, Bibliothek
    312/II/Nb143
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    Universitäts- und Stadtbibliothek Köln, Hauptabteilung
    2017/55
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    Hochschule Niederrhein, Bibliothek
    Nbl 10 Kari
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    Bibliothek für Erziehungswissenschaft und Kommunikationswissenschaft
    FE/DX 4151 K18
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    Germanistisches Institut, Bibliothek
    KC/EC 7250 K18
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    Universitäts- und Landesbibliothek Münster
    3K 67859
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    Universitätsbibliothek Paderborn
    DDEM1289
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    Content information
    Source: Union catalogues
    Language: German
    Media type: Dissertation
    ISBN: 9783830934721; 3830934726
    Other identifier:
    9783830934721
    RVK Categories: EC 7250
    DDC Categories: 370
    Series: European studies in education ; Volume 34
    Subjects: Lernspiel; Fantasie; Erzählen; Märchen; Sprachkompetenz; Sittliche Erziehung; Bildungstheorie; Mehrdimensionalität
    Other subjects: (Produktform)Paperback / softback; Erzählen; Mimesis; Moral; Märchenerzählen; Märchenschatz; Narration; Phantasie; Sprache; Vygotskij; Erzählforschung; Germanistik; Märchen; Sozialpädagogik und Pädagogik der frühen Kindheit; (VLB-WN)1570: Hardcover, Softcover / Pädagogik; (BISAC Subject Heading)EDU000000: EDUCATION / General
    Scope: 339 Seiten, 24 cm
    Notes:

    Dissertation, Freie Universität Berlin, 2016

  19. Gesundheit spielend fördern
    Potenziale und Herausforderungen von digitalen Spieleanwendungen für die Gesundheitsförderung und Prävention
    Published: 2016
    Publisher:  Beltz Juventa, Weinheim ; [Ciando], [München]

    TU Darmstadt, Universitäts- und Landesbibliothek - Stadtmitte
    No inter-library loan
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    Source: Union catalogues
    Language: German
    Media type: Ebook
    Format: Online
    ISBN: 3779943530; 9783779943532
    Other identifier:
    9783779943532
    RVK Categories: DO 7000 ; XE 4800 ; AP 13650 ; XE 2900
    DDC Categories: 370; 610
    Edition: 1. Auflage
    Subjects: Gesundheitsförderung; Computerspiel; Lernspiel
    Scope: Online Ressource (358 Seiten)
  20. Level Up Your Classroom
    The Quest to Gamify Your Lessons and Engage Your Students
    Published: [2016]
    Publisher:  ASCD, Alexandria, VA

    Hochschule für angewandte Wissenschaften Würzburg-Schweinfurt, Abteilungsbibliothek Schweinfurt
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    Technische Hochschule Würzburg-Schweinfurt Bibliothek
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    Content information
    Source: Union catalogues
    Language: English
    Media type: Ebook
    Format: Online
    ISBN: 9781416622055; 9781416622062
    RVK Categories: AP 15963 ; CX 3500 ; DW 4400 ; ST 324
    Subjects: Computerspiel; Lernspiel; Motivation
    Scope: 1 Online-Ressource (195 Seiten)
  21. 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

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

     

    "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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    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

  22. Computerspiele als Ergänzung zum Unterricht: eine empirische Pilotstudie am Beispiel von Genius – im Zentrum der Macht
    Published: 2016
    Publisher:  Universität Augsburg, Augsburg ; Institut Spielraum, TH Köln; Stiftung Digitale Spielekultur

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    Source: Union catalogues
    Language: German
    Media type: Book
    Format: Online
    Other identifier:
    Parent title: In: Magazin Digitale Spielewelten, 27.07.2016, S. 1-57
    Subjects: Computerspiel; Spiel; Lernspiel; Kinderspiel; Spielpädagogik
    Scope: Online-Ressource
  23. Gaming für Studium und Beruf
    Warum wir lernen, wenn wir spielen
  24. Quests, Raids. Level Up ... Game Over?! Erfolgsfaktoren von Gamification in der Hochschullehre
    Published: 2016
    Publisher:  Waxmann, Münster

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    Source: Union catalogues
    Language: German
    Media type: Book
    Format: Online
    Other identifier:
    Subjects: Gamification; Hochschule; Lehre; Erfolgsfaktor
    Other subjects: Array
    Scope: Online-Ressource
    Notes:

    In: Pfau, Wolfgang [Hrsg.]; Baetge, Caroline [Hrsg.]; Bedenlier, Svenja Mareike [Hrsg.]; Kramer, Carina [Hrsg.]; Stöter, Joachim [Hrsg.]: Teaching Trends 2016. Digitalisierung in der Hochschule: Mehr Vielfalt in der Lehre. Münster ; New York : Waxmann 2016, S. 221-234. - (Digitale Medien in der Hochschullehre; 5). - ISBN 978-3-8309-3548-3

  25. Spielen! Was sonst?
    Lebenserfahrungen von Null bis Ultimo
    Published: 2016
    Publisher:  Engelsdorfer Verlag, Leipzig