Handbook of research on decision-making capabilities improvement with serious games:

"Decision-Making Capabilities Improvement With Serious Games: Research and Practice discusses the use of advanced technologies including extended and immersive reality, digital twins, augmented reality (AR), virtual reality (VR), mixed reality (MR), and IoT sensors to improve decision-making sk...

Ausführliche Beschreibung

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Bibliographische Detailangaben
Weitere Verfasser: Correia, Anacleto 1961- (HerausgeberIn), Simões-Marques, Mario 1963- (HerausgeberIn)
Format: Elektronisch E-Book
Sprache:English
Veröffentlicht: Hershey PA, USA IGI Global [2023]
Schriftenreihe:Advances in game-based learning (AGBL)
Schlagworte:
Online-Zugang:DE-706
DE-83
DE-898
DE-1050
Volltext
Zusammenfassung:"Decision-Making Capabilities Improvement With Serious Games: Research and Practice discusses the use of advanced technologies including extended and immersive reality, digital twins, augmented reality (AR), virtual reality (VR), mixed reality (MR), and IoT sensors to improve decision-making skills and learning through serious games. This book discusses user engagement, game adaptation, content adaptation, and sensor technology. It showcases how to increase decision-making skills in individuals and organizations and incorporates the latest developments in artificial intelligence and machine learning. Led by experts with over 20 years of experience and covering topics such as serious game design, intelligent content adaptation, and machine learning algorithms. This book is designed for professionals in education, instructional designers, curriculum developers, program developers, administrators, educational software developers, policymakers, researchers, training professionals, privacy practitioners, government officials, consultants, IT researchers, academicians, and students"--
Beschreibung:1 Online-Ressource (xxix, 430 Seiten) Illustrationen, Diagramme
ISBN:9781668491676
DOI:10.4018/978-1-6684-9166-9

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