Handbook of research on decision-making capabilities improvement with serious games: research and practice
"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...
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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,
2023.
|
Schlagworte: | |
Online-Zugang: | 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: | 22 PDFs (430 pages) Also available in print. |
Format: | Mode of access: World Wide Web. |
Bibliographie: | Includes bibliographical references and index. |
ISBN: | 9781668491676 |
Zugangseinschränkungen: | Restricted to subscribers or individual electronic text purchasers. |
Internformat
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245 | 0 | 0 | |a Handbook of research on decision-making capabilities improvement with serious games |b research and practice |c edited by Anacleto Correia, and Mário Simões-Marques. |
264 | 1 | |a Hershey, Pennsylvania (701 E. Chocolate Avenue, Hershey, Pennsylvania, 17033, USA) : |b IGI Global, |c 2023. | |
300 | |a 22 PDFs (430 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. Serious games reloaded -- Chapter 2. Helping students make the most of business simulations: a serial mediation model explaining student performance and enjoyment -- Chapter 3. Developing educator-specific digital competences with serious game design -- Chapter 4. A case study of developing educator digital competences with serious game design -- Chapter 5. How can we transform content into game mechanics?: designing and developing financial literacy games -- Chapter 6. Sociological (re)search games: what, why, and how to decide, by playing within a study -- Chapter 7. Instructor-related factors affecting game utilization in software engineering education: a replication study -- Chapter 8. User experience and learning evaluation in virtual training of critical activities: case of live-line electrical substation maintenance -- Chapter 9. Improving decision support systems and disruptive technology adoption with analytical serious games -- Chapter 10. Spr1ng controller: a human-computer interface for virtual environments and mechatronics -- Chapter 11. Reinventing progressive learning and teaching processes through gamification -- Chapter 12. Impact of machine learning algorithms in decision-making with serious games in the education and healthcare sectors -- Chapter 13. Virtual reality and serious games digital solutions for remote cognitive screening of older adults: a systematic review -- Chapter 14. A gamified approach to enhance environmental sustainability awareness and responsibility -- Chapter 15. The role of serious games in shaping pro-environmental behaviours: changing attitudes toward renewable energy. | |
506 | |a Restricted to subscribers or individual electronic text purchasers. | ||
520 | |a "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"-- |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 07/14/2023). | ||
650 | 0 | |a Cognition |x Testing. | |
650 | 0 | |a Decision making |x Testing. | |
650 | 0 | |a Serious games. | |
700 | 1 | |a Correia, Anacleto |d 1961- |e editor. | |
700 | 1 | |a Simões-Marques, Mario |d 1963- |e editor. | |
710 | 2 | |a IGI Global, |e publisher. | |
776 | 0 | 8 | |i Print version: |z 1668491664 |z 9781668491669 |
856 | 4 | 0 | |l FWS01 |p ZDB-98-IGB |q FWS_PDA_IGB |u http://services.igi-global.com/resolvedoi/resolve.aspx?doi=10.4018/978-1-6684-9166-9 |3 Volltext |
912 | |a ZDB-98-IGB | ||
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Datensatz im Suchindex
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contents | Chapter 1. Serious games reloaded -- Chapter 2. Helping students make the most of business simulations: a serial mediation model explaining student performance and enjoyment -- Chapter 3. Developing educator-specific digital competences with serious game design -- Chapter 4. A case study of developing educator digital competences with serious game design -- Chapter 5. How can we transform content into game mechanics?: designing and developing financial literacy games -- Chapter 6. Sociological (re)search games: what, why, and how to decide, by playing within a study -- Chapter 7. Instructor-related factors affecting game utilization in software engineering education: a replication study -- Chapter 8. User experience and learning evaluation in virtual training of critical activities: case of live-line electrical substation maintenance -- Chapter 9. Improving decision support systems and disruptive technology adoption with analytical serious games -- Chapter 10. Spr1ng controller: a human-computer interface for virtual environments and mechatronics -- Chapter 11. Reinventing progressive learning and teaching processes through gamification -- Chapter 12. Impact of machine learning algorithms in decision-making with serious games in the education and healthcare sectors -- Chapter 13. Virtual reality and serious games digital solutions for remote cognitive screening of older adults: a systematic review -- Chapter 14. A gamified approach to enhance environmental sustainability awareness and responsibility -- Chapter 15. The role of serious games in shaping pro-environmental behaviours: changing attitudes toward renewable energy. |
ctrlnum | (CaBNVSL)slc00004616 (OCoLC)1390574549 |
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spelling | Handbook of research on decision-making capabilities improvement with serious games research and practice edited by Anacleto Correia, and Mário Simões-Marques. Hershey, Pennsylvania (701 E. Chocolate Avenue, Hershey, Pennsylvania, 17033, USA) : IGI Global, 2023. 22 PDFs (430 pages) text rdacontent electronic isbdmedia online resource rdacarrier Includes bibliographical references and index. Chapter 1. Serious games reloaded -- Chapter 2. Helping students make the most of business simulations: a serial mediation model explaining student performance and enjoyment -- Chapter 3. Developing educator-specific digital competences with serious game design -- Chapter 4. A case study of developing educator digital competences with serious game design -- Chapter 5. How can we transform content into game mechanics?: designing and developing financial literacy games -- Chapter 6. Sociological (re)search games: what, why, and how to decide, by playing within a study -- Chapter 7. Instructor-related factors affecting game utilization in software engineering education: a replication study -- Chapter 8. User experience and learning evaluation in virtual training of critical activities: case of live-line electrical substation maintenance -- Chapter 9. Improving decision support systems and disruptive technology adoption with analytical serious games -- Chapter 10. Spr1ng controller: a human-computer interface for virtual environments and mechatronics -- Chapter 11. Reinventing progressive learning and teaching processes through gamification -- Chapter 12. Impact of machine learning algorithms in decision-making with serious games in the education and healthcare sectors -- Chapter 13. Virtual reality and serious games digital solutions for remote cognitive screening of older adults: a systematic review -- Chapter 14. A gamified approach to enhance environmental sustainability awareness and responsibility -- Chapter 15. The role of serious games in shaping pro-environmental behaviours: changing attitudes toward renewable energy. Restricted to subscribers or individual electronic text purchasers. "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"-- Provided by publisher. Also available in print. Mode of access: World Wide Web. Description based on title screen (IGI Global, viewed 07/14/2023). Cognition Testing. Decision making Testing. Serious games. Correia, Anacleto 1961- editor. Simões-Marques, Mario 1963- editor. IGI Global, publisher. Print version: 1668491664 9781668491669 FWS01 ZDB-98-IGB FWS_PDA_IGB http://services.igi-global.com/resolvedoi/resolve.aspx?doi=10.4018/978-1-6684-9166-9 Volltext |
spellingShingle | Handbook of research on decision-making capabilities improvement with serious games research and practice Chapter 1. Serious games reloaded -- Chapter 2. Helping students make the most of business simulations: a serial mediation model explaining student performance and enjoyment -- Chapter 3. Developing educator-specific digital competences with serious game design -- Chapter 4. A case study of developing educator digital competences with serious game design -- Chapter 5. How can we transform content into game mechanics?: designing and developing financial literacy games -- Chapter 6. Sociological (re)search games: what, why, and how to decide, by playing within a study -- Chapter 7. Instructor-related factors affecting game utilization in software engineering education: a replication study -- Chapter 8. User experience and learning evaluation in virtual training of critical activities: case of live-line electrical substation maintenance -- Chapter 9. Improving decision support systems and disruptive technology adoption with analytical serious games -- Chapter 10. Spr1ng controller: a human-computer interface for virtual environments and mechatronics -- Chapter 11. Reinventing progressive learning and teaching processes through gamification -- Chapter 12. Impact of machine learning algorithms in decision-making with serious games in the education and healthcare sectors -- Chapter 13. Virtual reality and serious games digital solutions for remote cognitive screening of older adults: a systematic review -- Chapter 14. A gamified approach to enhance environmental sustainability awareness and responsibility -- Chapter 15. The role of serious games in shaping pro-environmental behaviours: changing attitudes toward renewable energy. Cognition Testing. Decision making Testing. Serious games. |
title | Handbook of research on decision-making capabilities improvement with serious games research and practice |
title_auth | Handbook of research on decision-making capabilities improvement with serious games research and practice |
title_exact_search | Handbook of research on decision-making capabilities improvement with serious games research and practice |
title_full | Handbook of research on decision-making capabilities improvement with serious games research and practice edited by Anacleto Correia, and Mário Simões-Marques. |
title_fullStr | Handbook of research on decision-making capabilities improvement with serious games research and practice edited by Anacleto Correia, and Mário Simões-Marques. |
title_full_unstemmed | Handbook of research on decision-making capabilities improvement with serious games research and practice edited by Anacleto Correia, and Mário Simões-Marques. |
title_short | Handbook of research on decision-making capabilities improvement with serious games |
title_sort | handbook of research on decision making capabilities improvement with serious games research and practice |
title_sub | research and practice |
topic | Cognition Testing. Decision making Testing. Serious games. |
topic_facet | Cognition Testing. Decision making Testing. Serious games. |
url | http://services.igi-global.com/resolvedoi/resolve.aspx?doi=10.4018/978-1-6684-9166-9 |
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