Handbook of research on immersive digital games in educational environments:
"This book explores how to adopt these new methods and applications supported with information technology tools and resources successfully, focusing on the area of digital educational games and game-based learning in 3D or immersive environments. It covers the introduction of new pedagogical pr...
Gespeichert in:
Weitere Verfasser: | , , , , |
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Format: | Elektronisch E-Book |
Sprache: | English |
Veröffentlicht: |
Hershey, Pennsylvania (701 E. Chocolate Avenue, Hershey, Pennsylvania, 17033, USA) :
IGI Global,
2019.
|
Schlagworte: | |
Online-Zugang: | Volltext |
Zusammenfassung: | "This book explores how to adopt these new methods and applications supported with information technology tools and resources successfully, focusing on the area of digital educational games and game-based learning in 3D or immersive environments. It covers the introduction of new pedagogical practices in all levels and modalities of education"-- |
Beschreibung: | 28 PDFs (xxiv, 695 pages) Also available in print. |
Format: | Mode of access: World Wide Web. |
Bibliographie: | Includes bibliographical references and index. |
ISBN: | 9781522557913 |
Zugangseinschränkungen: | Restricted to subscribers or individual electronic text purchasers. |
Internformat
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040 | |a CaBNVSL |b eng |e rda |c CaBNVSL |d CaBNVSL | ||
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082 | 7 | |a 371.39/7 |2 23 | |
245 | 0 | 0 | |a Handbook of research on immersive digital games in educational environments |c Aliane Loureiro Krassmann, Erico Marcelo Hoff do Amaral, Felipe Becker Nunes, Gleizer Bierhalz Voss, and Manuel Constantino Zunguze, editors. |
264 | 1 | |a Hershey, Pennsylvania (701 E. Chocolate Avenue, Hershey, Pennsylvania, 17033, USA) : |b IGI Global, |c 2019. | |
300 | |a 28 PDFs (xxiv, 695 pages) | ||
336 | |a text |2 rdacontent | ||
337 | |a electronic |2 isbdmedia | ||
338 | |a online resource |2 rdacarrier | ||
504 | |a Includes bibliographical references and index. | ||
505 | 0 | |a Chapter 1. Game concepts in learning and teaching process -- Chapter 2. Digital games for computing education: what are the benefits? -- Chapter 3. Digital game design tutorial for use in the basic school: a pedagogical proposal -- Chapter 4. Digital games: learning spaces for executive functions stimulation -- Chapter 5. Serious games tools to support the literacy process -- Chapter 6. The uses of games that transcend the play and mediate learning -- Chapter 7. Three dimensional virtual laboratories and simulations for education: classification, criteria for efficacy, benefits, and criticism -- Chapter 8. Developing a clearer understanding of genre and mobile gameplay -- Chapter 9. Examining motivational game features for students with learning disabilities or attention disorders -- Chapter 10. Digital games for diagnostic assessment of cognitive skills and competences: literature review and framework -- Chapter 11. Bases for summative evaluation of educational digital games and their implications in school scenario -- Chapter 12. Educational games design: how to create adaptive, engaging, and fun learning experiences -- Chapter 13. Gamified virtual environment and interaction design for activities of daily living training: beyond the horizon of assistive technology -- Chapter 14. Beyond the fun: games and gamification under the pedagogy for liberation -- Chapter 15. The use of augmented reality as a teaching tool -- Chapter 16. Using game development to teach programming -- Chapter 17. Programming life: gamification applied to the teaching of algorithms and programming through a serious game -- Chapter 18. A serious game as an auxiliary tool for the learning process of children with ASD -- Chapter 19. Online inquiry-based learning in biology: an experiment in the use of virtual laboratories -- Chapter 20. Design of a web3d serious game for human anatomy education: a web3d game for human anatomy education. | |
506 | |a Restricted to subscribers or individual electronic text purchasers. | ||
520 | 3 | |a "This book explores how to adopt these new methods and applications supported with information technology tools and resources successfully, focusing on the area of digital educational games and game-based learning in 3D or immersive environments. It covers the introduction of new pedagogical practices in all levels and modalities of education"-- |c Provided by publisher. | |
530 | |a Also available in print. | ||
538 | |a Mode of access: World Wide Web. | ||
588 | |a Description based on title screen (IGI Global, viewed 08/08/2018). | ||
650 | 0 | |a Educational technology. | |
650 | 0 | |a Simulation games in education. | |
700 | 1 | |a Amaral, Erico Marcelo Hoff do, |e editor. | |
700 | 1 | |a Krassmann, Aliane Loureiro |d 1985- |e editor. | |
700 | 1 | |a Nunes, Felipe Becker, |e editor. | |
700 | 1 | |a Voss, Gleizer Bierhalz, |e editor. | |
700 | 1 | |a Zunguze, Manuel Constantino, |e editor. | |
710 | 2 | |a IGI Global, |e publisher. | |
776 | 0 | |c (Original) |w (DLC)2017055706 | |
776 | 0 | 8 | |i Print version: |z 1522557903 |z 9781522557906 |w (DLC) 2017055706 |
856 | 4 | 0 | |l FWS01 |p ZDB-98-IGB |q FWS_PDA_IGB |u http://services.igi-global.com/resolvedoi/resolve.aspx?doi=10.4018/978-1-5225-5790-6 |3 Volltext |
912 | |a ZDB-98-IGB | ||
049 | |a DE-863 |
Datensatz im Suchindex
DE-BY-FWS_katkey | ZDB-98-IGB-00192047 |
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adam_text | |
any_adam_object | |
author2 | Amaral, Erico Marcelo Hoff do Krassmann, Aliane Loureiro 1985- Nunes, Felipe Becker Voss, Gleizer Bierhalz Zunguze, Manuel Constantino |
author2_role | edt edt edt edt edt |
author2_variant | e m h d a emhd emhda a l k al alk f b n fb fbn g b v gb gbv m c z mc mcz |
author_facet | Amaral, Erico Marcelo Hoff do Krassmann, Aliane Loureiro 1985- Nunes, Felipe Becker Voss, Gleizer Bierhalz Zunguze, Manuel Constantino |
building | Verbundindex |
bvnumber | localFWS |
callnumber-first | L - Education |
callnumber-label | LB1029 |
callnumber-raw | LB1029.S53 H364 2019e |
callnumber-search | LB1029.S53 H364 2019e |
callnumber-sort | LB 41029 S53 H364 42019E |
callnumber-subject | LB - Theory and Practice of Education |
collection | ZDB-98-IGB |
contents | Chapter 1. Game concepts in learning and teaching process -- Chapter 2. Digital games for computing education: what are the benefits? -- Chapter 3. Digital game design tutorial for use in the basic school: a pedagogical proposal -- Chapter 4. Digital games: learning spaces for executive functions stimulation -- Chapter 5. Serious games tools to support the literacy process -- Chapter 6. The uses of games that transcend the play and mediate learning -- Chapter 7. Three dimensional virtual laboratories and simulations for education: classification, criteria for efficacy, benefits, and criticism -- Chapter 8. Developing a clearer understanding of genre and mobile gameplay -- Chapter 9. Examining motivational game features for students with learning disabilities or attention disorders -- Chapter 10. Digital games for diagnostic assessment of cognitive skills and competences: literature review and framework -- Chapter 11. Bases for summative evaluation of educational digital games and their implications in school scenario -- Chapter 12. Educational games design: how to create adaptive, engaging, and fun learning experiences -- Chapter 13. Gamified virtual environment and interaction design for activities of daily living training: beyond the horizon of assistive technology -- Chapter 14. Beyond the fun: games and gamification under the pedagogy for liberation -- Chapter 15. The use of augmented reality as a teaching tool -- Chapter 16. Using game development to teach programming -- Chapter 17. Programming life: gamification applied to the teaching of algorithms and programming through a serious game -- Chapter 18. A serious game as an auxiliary tool for the learning process of children with ASD -- Chapter 19. Online inquiry-based learning in biology: an experiment in the use of virtual laboratories -- Chapter 20. Design of a web3d serious game for human anatomy education: a web3d game for human anatomy education. |
ctrlnum | (CaBNVSL)slc20381685 (OCoLC)1048271167 |
dewey-full | 371.39/7 |
dewey-hundreds | 300 - Social sciences |
dewey-ones | 371 - Schools and their activities; special education |
dewey-raw | 371.39/7 |
dewey-search | 371.39/7 |
dewey-sort | 3371.39 17 |
dewey-tens | 370 - Education |
discipline | Pädagogik |
format | Electronic eBook |
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illustrated | Not Illustrated |
indexdate | 2024-11-26T14:51:53Z |
institution | BVB |
isbn | 9781522557913 |
language | English |
oclc_num | 1048271167 |
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physical | 28 PDFs (xxiv, 695 pages) Also available in print. |
psigel | ZDB-98-IGB |
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publisher | IGI Global, |
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spelling | Handbook of research on immersive digital games in educational environments Aliane Loureiro Krassmann, Erico Marcelo Hoff do Amaral, Felipe Becker Nunes, Gleizer Bierhalz Voss, and Manuel Constantino Zunguze, editors. Hershey, Pennsylvania (701 E. Chocolate Avenue, Hershey, Pennsylvania, 17033, USA) : IGI Global, 2019. 28 PDFs (xxiv, 695 pages) text rdacontent electronic isbdmedia online resource rdacarrier Includes bibliographical references and index. Chapter 1. Game concepts in learning and teaching process -- Chapter 2. Digital games for computing education: what are the benefits? -- Chapter 3. Digital game design tutorial for use in the basic school: a pedagogical proposal -- Chapter 4. Digital games: learning spaces for executive functions stimulation -- Chapter 5. Serious games tools to support the literacy process -- Chapter 6. The uses of games that transcend the play and mediate learning -- Chapter 7. Three dimensional virtual laboratories and simulations for education: classification, criteria for efficacy, benefits, and criticism -- Chapter 8. Developing a clearer understanding of genre and mobile gameplay -- Chapter 9. Examining motivational game features for students with learning disabilities or attention disorders -- Chapter 10. Digital games for diagnostic assessment of cognitive skills and competences: literature review and framework -- Chapter 11. Bases for summative evaluation of educational digital games and their implications in school scenario -- Chapter 12. Educational games design: how to create adaptive, engaging, and fun learning experiences -- Chapter 13. Gamified virtual environment and interaction design for activities of daily living training: beyond the horizon of assistive technology -- Chapter 14. Beyond the fun: games and gamification under the pedagogy for liberation -- Chapter 15. The use of augmented reality as a teaching tool -- Chapter 16. Using game development to teach programming -- Chapter 17. Programming life: gamification applied to the teaching of algorithms and programming through a serious game -- Chapter 18. A serious game as an auxiliary tool for the learning process of children with ASD -- Chapter 19. Online inquiry-based learning in biology: an experiment in the use of virtual laboratories -- Chapter 20. Design of a web3d serious game for human anatomy education: a web3d game for human anatomy education. Restricted to subscribers or individual electronic text purchasers. "This book explores how to adopt these new methods and applications supported with information technology tools and resources successfully, focusing on the area of digital educational games and game-based learning in 3D or immersive environments. It covers the introduction of new pedagogical practices in all levels and modalities of education"-- Provided by publisher. Also available in print. Mode of access: World Wide Web. Description based on title screen (IGI Global, viewed 08/08/2018). Educational technology. Simulation games in education. Amaral, Erico Marcelo Hoff do, editor. Krassmann, Aliane Loureiro 1985- editor. Nunes, Felipe Becker, editor. Voss, Gleizer Bierhalz, editor. Zunguze, Manuel Constantino, editor. IGI Global, publisher. (Original) (DLC)2017055706 Print version: 1522557903 9781522557906 (DLC) 2017055706 FWS01 ZDB-98-IGB FWS_PDA_IGB http://services.igi-global.com/resolvedoi/resolve.aspx?doi=10.4018/978-1-5225-5790-6 Volltext |
spellingShingle | Handbook of research on immersive digital games in educational environments Chapter 1. Game concepts in learning and teaching process -- Chapter 2. Digital games for computing education: what are the benefits? -- Chapter 3. Digital game design tutorial for use in the basic school: a pedagogical proposal -- Chapter 4. Digital games: learning spaces for executive functions stimulation -- Chapter 5. Serious games tools to support the literacy process -- Chapter 6. The uses of games that transcend the play and mediate learning -- Chapter 7. Three dimensional virtual laboratories and simulations for education: classification, criteria for efficacy, benefits, and criticism -- Chapter 8. Developing a clearer understanding of genre and mobile gameplay -- Chapter 9. Examining motivational game features for students with learning disabilities or attention disorders -- Chapter 10. Digital games for diagnostic assessment of cognitive skills and competences: literature review and framework -- Chapter 11. Bases for summative evaluation of educational digital games and their implications in school scenario -- Chapter 12. Educational games design: how to create adaptive, engaging, and fun learning experiences -- Chapter 13. Gamified virtual environment and interaction design for activities of daily living training: beyond the horizon of assistive technology -- Chapter 14. Beyond the fun: games and gamification under the pedagogy for liberation -- Chapter 15. The use of augmented reality as a teaching tool -- Chapter 16. Using game development to teach programming -- Chapter 17. Programming life: gamification applied to the teaching of algorithms and programming through a serious game -- Chapter 18. A serious game as an auxiliary tool for the learning process of children with ASD -- Chapter 19. Online inquiry-based learning in biology: an experiment in the use of virtual laboratories -- Chapter 20. Design of a web3d serious game for human anatomy education: a web3d game for human anatomy education. Educational technology. Simulation games in education. |
title | Handbook of research on immersive digital games in educational environments |
title_auth | Handbook of research on immersive digital games in educational environments |
title_exact_search | Handbook of research on immersive digital games in educational environments |
title_full | Handbook of research on immersive digital games in educational environments Aliane Loureiro Krassmann, Erico Marcelo Hoff do Amaral, Felipe Becker Nunes, Gleizer Bierhalz Voss, and Manuel Constantino Zunguze, editors. |
title_fullStr | Handbook of research on immersive digital games in educational environments Aliane Loureiro Krassmann, Erico Marcelo Hoff do Amaral, Felipe Becker Nunes, Gleizer Bierhalz Voss, and Manuel Constantino Zunguze, editors. |
title_full_unstemmed | Handbook of research on immersive digital games in educational environments Aliane Loureiro Krassmann, Erico Marcelo Hoff do Amaral, Felipe Becker Nunes, Gleizer Bierhalz Voss, and Manuel Constantino Zunguze, editors. |
title_short | Handbook of research on immersive digital games in educational environments |
title_sort | handbook of research on immersive digital games in educational environments |
topic | Educational technology. Simulation games in education. |
topic_facet | Educational technology. Simulation games in education. |
url | http://services.igi-global.com/resolvedoi/resolve.aspx?doi=10.4018/978-1-5225-5790-6 |
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