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Displaying results 201 to 225 of 633.

  1. Digitale Lernwelt - Serious Games
    Einsatz in der beruflichen Weiterbildung
    Published: 2011
    Publisher:  Bertelsmann, Bielefeld

    Der Einsatz von Serious Games gewinnt im Kontext der beruflichen Weiterbildung zunehmend an Bedeutung. In der Praxis ist die Anwendung von digitalen Lernspielen bisher eher selten, dennoch ist eine steigende Tendenz zu erkennen. Dieser Sammelband... more

    Universitätsbibliothek Bamberg
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    Der Einsatz von Serious Games gewinnt im Kontext der beruflichen Weiterbildung zunehmend an Bedeutung. In der Praxis ist die Anwendung von digitalen Lernspielen bisher eher selten, dennoch ist eine steigende Tendenz zu erkennen. Dieser Sammelband trägt dazu bei, Serious Games als wichtige und nachhaltige Methode in der beruflichen Weiterbildung zu etablieren und als ein bedeutsames und zukunftsweisendes Entwicklungsfeld darzustellen. Die didaktischen Konzeptionen der digitalen Lernspiele werden im Hinblick auf Lernen, Kompetenzentwicklung, Reflexion und Transfer geprüft. Außerdem werden verschiedene Einsatzbereiche von Serious Games in der beruflichen Praxis vorgestellt.

     

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    Source: Union catalogues
    Language: German
    Media type: Ebook
    Format: Online
    ISBN: 9783763948086
    Subjects: Lernspiel; E-Learning; Berufliche Fortbildung; Computerspiel
    Scope: Ill., graph. Darst.
  2. Trends and applications of serious gaming and social media
    Contributor: Baek, Youngkyun (Publisher)
    Published: 2014
    Publisher:  Springer, Singapore [u.a.]

    Technische Hochschule Augsburg
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    Hochschulbibliothek Ingolstadt
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    Hochschule Kempten, Hochschulbibliothek
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    Universität der Bundeswehr München, Universitätsbibliothek
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    Technische Hochschule Nürnberg Georg Simon Ohm, Bibliothek
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    OTH- Ostbayerische Technische Hochschule Regensburg, Hochschulbibliothek
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    Technische Hochschulbibliothek Rosenheim
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    Hochschule für angewandte Wissenschaften Würzburg-Schweinfurt, Abteilungsbibliothek Schweinfurt
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    Technische Hochschule Würzburg-Schweinfurt Bibliothek
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    Source: Union catalogues
    Contributor: Baek, Youngkyun (Publisher)
    Language: English
    Media type: Ebook
    Format: Online
    ISBN: 9789814560269
    Other identifier:
    DDC Categories: COM004000
    Series: Gaming media and social effects
    Subjects: Erziehung; Informatik; Ingenieurwissenschaften; Computer science; Education; Engineering; Soziale Software; Lernspiel; Computerspiel
    Scope: 1 Online-Ressource
  3. Trends and applications of serious gaming and social media
    Published: 2014
    Publisher:  Springer, Singapore ; New York

    Serious games are games that have been designed with a primary purpose other than just entertainment.These games have demonstrated their effectiveness in providing meaningful and engaging learning solutions, not just for kids, but also for adults,... more

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

     

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    Source: Union catalogues
    Language: English
    Media type: Book
    RVK Categories: ST 205 ; ST 324
    Series: Gaming media and social effects
    Subjects: Games / Social aspects; Social media; Internet games; Electronic games; Computer games; Games and technology; Gesellschaft; Lernspiel; Computerspiel; Soziale Software
    Scope: VIII, 186 S., Ill., graph. Darst., 23 cm
    Notes:

    Includes bibliographical references and index

  4. Gamification in Education and Business
    Published: 2015
    Publisher:  Springer International Publishing, Cham

    Technische Universität München, Universitätsbibliothek
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    Source: Union catalogues
    Language: English
    Media type: Ebook
    Format: Online
    ISBN: 9783319102085; 9783319102078
    RVK Categories: DP 1960 ; QH 430 ; DW 4400
    Subjects: Erziehung; Mathematik; Wirtschaft; Economics; Mathematics; Education; Economics, Mathematical; Unterricht; Neue Medien; Bildung; Computerspiel; Unternehmen; Pädagogik; Wirtschaftsmathematik; Lernspiel
    Scope: 1 Online-Ressource (LIV, 710 p. 189 illus., 106 illus. in color)
  5. Serious games, exergames, exerlearning
    zur Transmedialisierung und Gamification des Wissenstransfers
    Contributor: Freyermuth, Gundolf S. (Publisher)
    Published: 2013
    Publisher:  transcript-Verl., Bielefeld

    Hochschule für angewandte Wissenschaften Würzburg-Schweinfurt, Abteilungsbibliothek Schweinfurt
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    Technische Hochschule Würzburg-Schweinfurt Bibliothek
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    Source: Union catalogues
    Contributor: Freyermuth, Gundolf S. (Publisher)
    Language: German
    Media type: Ebook
    Format: Online
    ISBN: 3837621669; 9783837621662; 9783839421666
    RVK Categories: AK 26000 ; AK 39700 ; AP 15963 ; DW 4400
    DDC Categories: 300
    Series: Bild und Bit ; 2
    Subjects: Intermedialität; Lernspiel; Wissensvermittlung; Computerspiel
    Scope: 1 Online-Ressource (473 S.), Ill., graph. Darst.
    Notes:

    Literaturangaben

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

    OTH- Ostbayerische Technische Hochschule Regensburg, Hochschulbibliothek
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    Source: Union catalogues
    Language: English
    Media type: Book
    ISBN: 9783763954209; 3763954201; 9783763954216
    Other identifier:
    9783763954209
    RVK Categories: DP 2600
    DDC Categories: 370
    Edition: 1. Aufl.
    Subjects: Lernspiel; Computerspiel; Simulation; Unterrichtsmethode
    Scope: 380 S., graph. Darst., 240 mm x 170 mm, 812 g
  7. Serious games
    mechanisms and effects
    Published: 2009
    Publisher:  Routledge, New York [u.a.]

    Universitätsbibliothek Augsburg
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    Hochschule für angewandte Wissenschaften Würzburg-Schweinfurt, Abteilungsbibliothek Schweinfurt
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    Technische Hochschule Würzburg-Schweinfurt Bibliothek
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    Source: Union catalogues
    Language: English
    Media type: Ebook
    Format: Online
    ISBN: 9780415993708; 9780415993692; 0415993695; 0415993709; 0203891651; 9780203891650
    RVK Categories: AP 15963 ; AP 99500 ; CV 3500 ; DG 9400 ; SU 500
    Edition: 1. publ.
    Subjects: Psychologie; Games; Learning; Games; Lernspiel; Soziales Lernen; Computerspiel
    Scope: 1 Online-Ressource (XXII, 530 S.), graph. Darst.
  8. 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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    Universitätsbibliothek Erlangen-Nürnberg, Hauptbibliothek
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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: 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

  9. Entwicklung eines Gamification-Plugins für Eclipse zur Verbesserung der Nutzermotivation und Codequalität
    Published: 2014

    Universitätsbibliothek Regensburg
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    Source: Union catalogues
    Language: German
    Media type: Dissertation
    RVK Categories: ST 324
    Subjects: Motivation; Benutzerfreundlichkeit; Lernspiel; Computerspiel; Programmierumgebung
    Scope: 111 Bl., Ill.
    Notes:

    Regensburg, Univ., Bachelorarbeit, 2014

  10. The gamification of learning and instruction fieldbook
    ideas into practice
    Published: 2014
    Publisher:  Wiley, San Francisco, Calif.

    Ostbayerische Technische Hochschule Amberg-Weiden / Hochschulbibliothek Amberg
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    Universitätsbibliothek Bamberg
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    Technische Universität München, Universitätsbibliothek
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    Technische Hochschule Nürnberg Georg Simon Ohm, Bibliothek
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    Universitätsbibliothek Regensburg
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    Source: Union catalogues
    Language: English
    Media type: Book
    ISBN: 9781118674437
    RVK Categories: CP 5000 ; DG 9400 ; DP 1960 ; DW 4400 ; ST 670
    Subjects: Lerntheorie; Trainingsmethode; Computerspiel; Lernspiel; Lernforschung
    Scope: XXXVIII, 441 S., Ill., graph. Darst.
  11. Digital games and learning
    research and theory
    Published: 2014
    Publisher:  Routledge, New York [u.a.]

    Universitätsbibliothek Bayreuth
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    Universitätsbibliothek Erlangen-Nürnberg, Wirtschafts- und Sozialwissenschaftliche Zweigbibliothek
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    Source: Union catalogues
    Language: English
    Media type: Book
    ISBN: 9780415629386; 9780415629393
    RVK Categories: AL 34330 ; AL 40450 ; AP 15963 ; AP 15970
    Series: Digital games and learning
    Subjects: Lernspiel; Computerspiel
    Scope: XIV, 215 S., graph. Darst.
  12. Escape-Rooms und Breakouts in der Schule einsetzen
    Themenwahl, Erstellung und Ablauf mit praktischen Beispielen in der Sekundarstufe I
    Published: 2020
    Publisher:  Persen, Hamburg

    Universitätsbibliothek Augsburg
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    Universitätsbibliothek der LMU München
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    OTH- Ostbayerische Technische Hochschule Regensburg, Hochschulbibliothek
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    Source: Union catalogues
    Language: German
    Media type: Book
    ISBN: 3403206521; 9783403206521
    Other identifier:
    9783403206521
    RVK Categories: DP 2180 ; DP 3150 ; RB 10868
    Edition: 1. Auflage
    Series: Bergedorfer Unterrichtsideen
    Subjects: Lernspiel; Abenteuerspiel; Teamwork; Sekundarstufe 1
    Other subjects: 5. bis 10. Klasse; Fächerübergreifend; Rätsel und Spiele; Sekundarstufe I
    Scope: 47 Seiten, Illustrationen, 30 cm
    Notes:

    Auf dem Umschlag: 5.-10. Klasse

  13. Escape-Rooms und Breakouts in der Grundschule einsetzen
    Themenwahl, Erstellung und Ablauf mit praktischen Beispielen
    Published: 2021
    Publisher:  Persen, Hamburg

    Universitätsbibliothek Augsburg
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    Universitätsbibliothek Bamberg
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    Katholische Stiftungshochschule München, Bibliothek München
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    Universitätsbibliothek der LMU München
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    Universitätsbibliothek Erlangen-Nürnberg, Erziehungswissenschaftliche Zweigbibliothek Nürnberg
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    Universitätsbibliothek Passau
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    Source: Union catalogues
    Language: German
    Media type: Book
    ISBN: 9783403206705; 340320670X
    Other identifier:
    9783403206705
    RVK Categories: DP 2180 ; RB 10868
    Edition: 1. Auflage
    Series: Bergedorfer Unterrichtsideen
    Subjects: Schuljahr 2-4; Lernspiel; Abenteuerspiel
    Other subjects: Grundschule; Fächerübergreifend; Hortpädagogik; Teamfähigkeit; Methode; 2. bis 4. Klasse; Rätsel und Spiele
    Scope: 51 Seiten, Illustrationen
    Notes:

    Auf dem Umschlag: 2.-4. Klasse. Mit Download-Materialien

    Hier auch später erschienene, unveränderte Nachdrucke

  14. Don't panic, act now
    Beteiligung und Demokratie in der politischen Jugendbildung
    Contributor: Jantschek, Ole (Publisher); Lorenzen, Hanna (Publisher)
    Published: 2020
    Publisher:  Evangelische Trägergruppe für gesellschaftspolitische Jugendbildung, Berlin

    Universitätsbibliothek Erlangen-Nürnberg, Hauptbibliothek
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    Source: Union catalogues
    Contributor: Jantschek, Ole (Publisher); Lorenzen, Hanna (Publisher)
    Language: German
    Media type: Book
    ISBN: 9783923071296; 3923071299
    Other identifier:
    9783923071296
    Series: Jahrbuch / Evangelische Trägergruppe für Gesellschaftspolitische Jugendbildung ; 2020
    Subjects: Demokratie; Politische Bildung; Lernspiel; Computerspiel; Demokratische Erziehung; Außerschulische Jugendbildung; Politische Beteiligung
    Other subjects: Jugendbildung; politische Bildung; Game-based learning; digitale Demokratie; Demokratiebildung
    Scope: 107 Seiten
  15. Digitale Spiele und ökonomische Bildung - Theorieband
    Published: 2020
    Publisher:  FAU University Press, Erlangen

    Universitätsbibliothek Bayreuth
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    Universitätsbibliothek Eichstätt-Ingolstadt
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    Volltext (kostenfrei)
    Volltext (kostenfrei)
    Volltext (kostenfrei)
    Volltext (kostenfrei)
    Source: Union catalogues
    Language: German
    Media type: Book
    ISBN: 9783961473748
    RVK Categories: QB 300
    Series: FAU Lehren und Lernen ; Band 4
    Subjects: Computerspiel; Ökonomische Bildung; Spiel; Lernspiel
    Other subjects: digitale Spiele; Computerspiele; Lernwirkungen; Lerntheorien; Digital Game Based Learning
    Scope: 200 Seiten, Illustrationen, Diagramme
  16. Serious games and virtual worlds in education, professional development, and healthcare
    Contributor: Bredl, Klaus (Publisher); Bösche, Wolfgang (Publisher)
    Published: [2013]; © 2013
    Publisher:  Information Science Reference, Hershey PA

    "This book explains how digital environments can easily become familiar and beneficial for educational and professional development, with the implementation of games into various aspects of our environment" - Provided by publisher more

    Hochschulbibliothek Ansbach
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    THD - Technische Hochschule Deggendorf, Hochschulbibliothek
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    OTH- Ostbayerische Technische Hochschule Regensburg, Hochschulbibliothek
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    "This book explains how digital environments can easily become familiar and beneficial for educational and professional development, with the implementation of games into various aspects of our environment" - Provided by publisher

     

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    Volltext (URL des Erstveröffentlichers)
    Source: Union catalogues
    Contributor: Bredl, Klaus (Publisher); Bösche, Wolfgang (Publisher)
    Language: English
    Media type: Ebook
    Format: Online
    ISBN: 9781466636743; 9781466636750
    Other identifier:
    RVK Categories: AP 15963 ; DP 1960 ; DP 2600 ; ST 324
    Series: Premier reference source
    Subjects: Virtual reality in education; Shared virtual environments; Computer games; Career development; Medical care; Computerspiel; Lernspiel; Virtuelle Realität; E-Learning
    Scope: 1 Online-Ressource (xvi, das heißt xix, 361 Seiten), Illustrationen, Diagramme
    Notes:

    Includes bibliographical references and index

  17. Serious game design and development
    technologies for training and learning
    Contributor: Cannon-Bowers, Janis A. (Publisher); Bowers, Clint (Publisher)
    Published: [2010]; © 2010
    Publisher:  Information Science Reference, Hershey ; New York

    "With an increasing use of vido games in various disciplines within the scientific community, this book seeks to understand the nature of effective games and to provide guidance for how best to harness the power of gaming technology to successfully... more

    Hochschulbibliothek Ansbach
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    Universität der Bundeswehr München, Universitätsbibliothek
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    OTH- Ostbayerische Technische Hochschule Regensburg, Hochschulbibliothek
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    "With an increasing use of vido games in various disciplines within the scientific community, this book seeks to understand the nature of effective games and to provide guidance for how best to harness the power of gaming technology to successfully accomplish a more serious goal" - Provided by publisher

     

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    Volltext (URL des Erstveröffentlichers)
    Source: Union catalogues
    Contributor: Cannon-Bowers, Janis A. (Publisher); Bowers, Clint (Publisher)
    Language: English
    Media type: Ebook
    Format: Online
    ISBN: 9781615207404
    Other identifier:
    RVK Categories: SU 500
    Series: Premier reference source
    Subjects: Video games; Video games industry; Game theory; Computerspiel; Entwurf; Lernspiel
    Scope: 1 Online-Ressource (xxi, 360 Seiten), Diagramm
    Notes:

    Includes bibliographical references and index

  18. Gamification in learning and education
    enjoy learning like gaming
    Published: [2018]
    Publisher:  Springer, Cham, Switzerland

    Universitätsbibliothek Würzburg
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    Source: Union catalogues
    Language: English
    Media type: Ebook
    Format: Online
    ISBN: 9783319472836
    Other identifier:
    9783319472829
    RVK Categories: DW 4400 ; DP 2600
    DDC Categories: 370
    Series: Advances in Game-Based Learning
    Subjects: Lernspiel; Edutainment; Computerspiel
    Other subjects: Engagement; Gamification; Gamification Strategy; Learning and education; Strategy; Educational Technology; Learning & Instruction; Education; Pädagogik/Schulpädagogik, Didaktik, Methodik
    Scope: 1 Online-Ressource (xiv, 159 Seiten), Illustrationen
  19. Spielend lernen
    didaktisches Design digitaler Lernspiele zwischen Spielmotivation und Cognitive Load
    Published: [2013]; © 2013
    Publisher:  Logos Verlag, Berlin

    Universitätsbibliothek Bamberg
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    Source: Union catalogues
    Language: German
    Media type: Dissertation
    Format: Online
    ISBN: 9783832596293
    RVK Categories: DP 2600
    DDC Categories: 370; 150
    Series: Wissensprozesse und digitale Medien ; Band 20
    Subjects: Lernerfolg; Unterrichtsmethode; Lernspiel; Computerspiel
    Scope: 1 Online-Ressource (IV, 233 Seiten)
    Notes:

    Dissertation, Erziehungswissenschaftlichen Fakultät der Universität Erfurt, 2012

  20. Digital games and learning
    research and theory
    Published: 2014
    Publisher:  Routledge, New York

    Technische Universität München, Universitätsbibliothek
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    Source: Union catalogues
    Language: English
    Media type: Ebook
    Format: Online
    ISBN: 9781136216442; 9780203095935
    RVK Categories: AL 34330 ; AL 40450 ; AP 15963 ; AP 15970
    Series: Digital games and learning
    Subjects: Computer games; Learning; Computerspiel; Lernspiel
    Scope: 1 Online-Ressource (231 Seiten)
  21. 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

  22. Learning Games
    The Science and Art of Development
    Published: 2017
    Publisher:  Springer International Publishing, Cham

    Universitätsbibliothek Passau
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    Volltext (URL des Erstveröffentlichers)
    Source: Union catalogues
    Language: English
    Media type: Ebook
    Format: Online
    ISBN: 9783319468297
    Other identifier:
    RVK Categories: AP 15946 ; AP 15963 ; DW 4400
    Series: Advances in Game-Based Learning
    Subjects: Education; Educational technology; Educational Technology; Learning & Instruction; Erziehung; Lernspiel; Computerspiel
    Scope: 1 Online-Ressource (XVIII, 262 p. 37 illus., 26 illus. in color)
  23. Gamification in learning and education
    enjoy learning like gaming
    Published: 2018
    Publisher:  Springer International Publishing, Cham, Switzerland

    Universitätsbibliothek Bamberg
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    Universitätsbibliothek Passau
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    Content information
    Volltext (URL des Erstveröffentlichers)
    Source: Union catalogues
    Language: English
    Media type: Ebook
    Format: Online
    ISBN: 9783319472836
    Other identifier:
    RVK Categories: DP 2600 ; DW 4400
    Series: Advances in Game-Based Learning
    Subjects: Education; Educational technology; Education; Educational Technology; Learning & Instruction; Lernspiel; Edutainment; Computerspiel
    Scope: 1 Online-Ressource (XIV, 159 Seiten)
  24. Computerspiele im Religionsunterricht als Beitrag zum Dialog mit jugendlichen Lebenswelten
    Published: [2018]
    Publisher:  Münsterscher Verlag für Wissenschaft, Münster

    Universitätsbibliothek Bamberg
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    Katholische Stiftungshochschule München, Bibliothek Benediktbeuern
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    Universitätsbibliothek Erlangen-Nürnberg, Hauptbibliothek
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    Benediktinerabtei Metten, Bibliothek
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    Content information
    Volltext (kostenfrei)
    Source: Union catalogues
    Language: German
    Media type: Dissertation
    ISBN: 9783840501708; 3840501709
    Other identifier:
    9783840501708
    RVK Categories: BU 7250
    DDC Categories: 370; 793; 230
    Series: Wissenschaftliche Schriften der WWU Münster. Reihe 2 ; Band 8
    MV Wissenschaft
    Subjects: Katholischer Religionsunterricht; Computerspiel; Jugend; Lernspiel; Katholische Religionspädagogik
    Other subjects: Videospiel; Computerspiel; Religionsunterricht; Religionspädagogik; Jugendliche; Dialog; Digitalisierung; video game; Religious Education; school; adolescents; dialogue; digitalisation; social networks; Videospiel; Computerspiel; Religionsunterricht; Religionspädagogik; Jugendliche; Dialog; Digitalisierung; video game; religious education; school; adolescents; dialogue; digitalisation; social networks
    Scope: 690 Seiten, Illustrationen, 21 cm
    Notes:

    Spiele- und Literaturverzeichnis Seite 609-690

    Dissertation, Universität Münster, 2016

  25. Spielend-Lernen?
    Untersuchung der Lernwirksamkeit von Serious Games bei Grundschulkindern aus medienkonzeptioneller Perspektive
    Published: [2019]; © 2019
    Publisher:  wvb, Wissenschaftlicher Verlag Berlin, Berlin

    Universitätsbibliothek Augsburg
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    Universität der Bundeswehr München, Universitätsbibliothek
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    Universitätsbibliothek Erlangen-Nürnberg, Erziehungswissenschaftliche Zweigbibliothek Nürnberg
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    Source: Union catalogues
    Language: German
    Media type: Dissertation
    ISBN: 9783961381746; 3961381747
    RVK Categories: DP 2600 ; DP 1960 ; DW 4400 ; AP 15963
    DDC Categories: 370
    Subjects: Grundschulunterricht; Lernspiel; Computerspiel
    Other subjects: Fachhochschul-/Hochschulausbildung; Fachpublikum/ Wissenschaft; Computerspiele; Grundschuldidaktik; Lernspiele; Medienerfahrung; Motivationsdesign; altersgerechte Computerspiele; computerbasiertes Lernen; 1574: Hardcover, Softcover / Pädagogik/Schulpädagogik, Didaktik, Methodik
    Scope: 293 Seiten, Illustrationen, Diagramme
    Notes:

    Dissertation, Bauhaus-Universität Weimar, 2019