Контакты/Проезд  Доставка и Оплата Помощь/Возврат
История
  +7(495) 980-12-10
  пн-пт: 10-18 сб,вс: 11-18
  shop@logobook.ru
   
    Поиск книг                    Поиск по списку ISBN Расширенный поиск    
Найти
  Зарубежные издательства Российские издательства  
Авторы | Каталог книг | Издательства | Новинки | Учебная литература | Акции | Хиты | |
 

Experimental Games: Critique, Play, and Design in the Age of Gamification, Jagoda Patrick


Варианты приобретения
Цена: 9187.00р.
Кол-во:
Наличие: Поставка под заказ.  Есть в наличии на складе поставщика.
Склад Америка: Есть  
При оформлении заказа до: 2025-09-01
Ориентировочная дата поставки: начало Октября
При условии наличия книги у поставщика.

Добавить в корзину
в Мои желания

Автор: Jagoda Patrick
Название:  Experimental Games: Critique, Play, and Design in the Age of Gamification
ISBN: 9780226629834
Издательство: Wiley
Классификация:
ISBN-10: 022662983X
Обложка/Формат: Hardcover
Страницы: 320
Вес: 0.76 кг.
Дата издания: 15.12.2020
Язык: English
Иллюстрации: 46 halftones
Размер: 22.91 x 15.19 x 2.69 cm
Читательская аудитория: General (us: trade)
Подзаголовок: Critique, play, and design in the age of gamification
Ссылка на Издательство: Link
Рейтинг:
Поставляется из: Англии
Описание: This book is a comprehensive practical guide for music eductors who work with students with autism. This second edition offers fully up-to-date information on diagnosis, advocacy, and a collegial team-approach, as well as communication, cognition, behavior, sensory, and socialization challenges. Many `real-life` vignettes and classroom snapshots are included to transfer theory to practice.


Experimental Games: Critique, Play, and Design in the Age of Gamification

Автор: Jagoda Patrick
Название: Experimental Games: Critique, Play, and Design in the Age of Gamification
ISBN: 022662997X ISBN-13(EAN): 9780226629971
Издательство: Wiley
Рейтинг:
Цена: 3802.00 р.
Наличие на складе: Есть у поставщика Поставка под заказ.

Описание: This book is a comprehensive practical guide for music eductors who work with students with autism. This second edition offers fully up-to-date information on diagnosis, advocacy, and a collegial team-approach, as well as communication, cognition, behavior, sensory, and socialization challenges. Many `real-life` vignettes and classroom snapshots are included to transfer theory to practice.

Handbook of Research on Solving Modern Healthcare Challenges With Gamification

Автор: Antonio Jose Marques, Ricardo Alexandre Peixoto de Queiros
Название: Handbook of Research on Solving Modern Healthcare Challenges With Gamification
ISBN: 1799874729 ISBN-13(EAN): 9781799874720
Издательство: Mare Nostrum (Eurospan)
Рейтинг:
Цена: 67637.00 р.
Наличие на складе: Есть у поставщика Поставка под заказ.

Описание: While many fields such as e-learning, business, and marketing have taken advantage of the potential of gamification, the healthcare domain has just started to exploit this emerging trend, still in an ad-hoc fashion. Despite the huge potential of applying gamification on several topics of healthcare, there are scarce theoretical studies regarding methodologies, techniques, specifications, and frameworks. These applications must be examined further as they can be used to solve major healthcare-related challenges such as care plan maintenance, medication adherence, phobias treatment, or patient education.

Handbook of Research on Solving Modern Healthcare Challenges With Gamification aims to share new approaches and methodologies to build e-health solutions using gamification and identifies new trends on this topic from pedagogical strategies to technological approaches. This book serves as a collection of knowledge that builds the theoretical foundations that can be helpful in creating sustainable e-health solutions in the future. While covering topics such as augmented and virtual reality, ethical issues in gamification, e-learning, telehealth services, and digital applications, this book is essential for research scholars, healthcare/computer science teachers and students pursuing healthcare/computer science-related subjects, enterprise developers, practitioners, researchers, academicians, and students interested in the latest developments and research solving healthcare challenges with modern e-health solutions using gamification.

Emerging Research and Trends in Gamification

Автор: Harsha Gangadharbatla, Donna Z. Davis
Название: Emerging Research and Trends in Gamification
ISBN: 1466686510 ISBN-13(EAN): 9781466686519
Издательство: Mare Nostrum (Eurospan)
Рейтинг:
Цена: 31324.00 р.
Наличие на складе: Есть у поставщика Поставка под заказ.

Описание: Brings together innovative and scholarly research on the use of game-based design and technology in a variety of settings. This publication presents timely, research-based chapters on the development of games and the real-world applications of game-thinking and game dynamics, as well as digital development, game design, human resource processes, social change, and video game learning.

Explore Like a Pirate: Gamification and Game-Inspired Course Design to Engage, Enrich and Elevate Your Learners

Автор: Matera Michael
Название: Explore Like a Pirate: Gamification and Game-Inspired Course Design to Engage, Enrich and Elevate Your Learners
ISBN: 1946444278 ISBN-13(EAN): 9781946444271
Издательство: Неизвестно
Цена: 6796.00 р.
Наличие на складе: Есть у поставщика Поставка под заказ.

Explore Like a Pirate: Gamification and Game-Inspired Course Design to Engage, Enrich and Elevate Your Learners

Автор: Matera Michael
Название: Explore Like a Pirate: Gamification and Game-Inspired Course Design to Engage, Enrich and Elevate Your Learners
ISBN: 0986155500 ISBN-13(EAN): 9780986155505
Издательство: Неизвестно
Цена: 3717.00 р.
Наличие на складе: Есть у поставщика Поставка под заказ.

Playing Games in the School Library: Developing Game-Based Lessons and Using Gamification Concepts

Автор: Sarah Pavey
Название: Playing Games in the School Library: Developing Game-Based Lessons and Using Gamification Concepts
ISBN: 1783305339 ISBN-13(EAN): 9781783305339
Издательство: Facet
Рейтинг:
Цена: 9504.00 р.
Наличие на складе: Есть у поставщика Поставка под заказ.

Описание: Playing Games in the School Library is a comprehensive resource for those looking to explore the use of game-based learning and gamification in the library setting.

Gamification in education :

Автор: Information Resources Management Association
Название: Gamification in education :
ISBN: 1522551980 ISBN-13(EAN): 9781522551980
Издательство: Turpin
Рейтинг:
Цена: 49526.00 р.
Наличие на складе: Есть у поставщика Поставка под заказ.

Описание: Serious games provide a unique opportunity to fully engage students more than traditional teaching approaches. Understanding the best way to utilize these games and the concept of play in an educational setting is imperative for effectual learning in the 21st century. Gamification in Education: Breakthroughs in Research and Practice is an innovative reference source for the latest academic material on the different approaches and issues faced in integrating games within curriculums. Highlighting a range of topics, such as learning through play, virtual worlds, and educational computer games, this publication is ideally designed for educators, administrators, software designers, and stakeholders in all levels of education.

Data Analytics Approaches in Educational Games and Gamification Systems

Автор: Ahmed Tlili; Maiga Chang
Название: Data Analytics Approaches in Educational Games and Gamification Systems
ISBN: 9813293349 ISBN-13(EAN): 9789813293342
Издательство: Springer
Рейтинг:
Цена: 13974.00 р.
Наличие на складе: Есть у поставщика Поставка под заказ.

Описание: Game-based learning environments and learning analytics are attracting increasing attention from researchers and educators, since they both can enhance learning outcomes. This book focuses on the application of data analytics approaches and research on human behaviour analysis in game-based learning environments, namely educational games and gamification systems, to provide smart learning. Specifically, it discusses the purposes, advantages and limitations of applying such approaches in these environments. Additionally, the various smart game-based learning environments presented help readers integrate learning analytics in their educational games and gamification systems to, for instance, assess and model students (e.g. their computational thinking) or enhance the learning process for better outcomes. Moreover, the book presents general guidelines on various aspects, such as collecting data for analysis, game-based learning environment design, system architecture and applied algorithms, which facilitate incorporating learning analytics into educational games and gamification systems.

After a general introduction to help readers become familiar with the subject area, the individual chapters each discuss a different aim of applying data analytics approaches in educational games and gamification systems. Lastly, the conclusion provides a summary and presents general guidelines and frameworks to consider when designing smart game-based learning environments with learning analytics.
Data Analytics Approaches in Educational Games and Gamification Systems

Автор: Tlili Ahmed, Chang Maiga
Название: Data Analytics Approaches in Educational Games and Gamification Systems
ISBN: 9813293373 ISBN-13(EAN): 9789813293373
Издательство: Springer
Рейтинг:
Цена: 13974.00 р.
Наличие на складе: Есть у поставщика Поставка под заказ.

Описание: Game-based learning environments and learning analytics are attracting increasing attention from researchers and educators, since they both can enhance learning outcomes.

Utilizing Gamification in Servicescapes for Improved Consumer Engagement

Автор: Miralem Helmefalk, Leif Marcusson
Название: Utilizing Gamification in Servicescapes for Improved Consumer Engagement
ISBN: 1799819701 ISBN-13(EAN): 9781799819707
Издательство: Mare Nostrum (Eurospan)
Рейтинг:
Цена: 30215.00 р.
Наличие на складе: Есть у поставщика Поставка под заказ.

Описание: As consumers increase their purchases from online retailers, businesses must find exceedingly innovative ways to increase customer engagement. While online gaming has become increasingly prevalent, motivating customers through the same means has gained greater importance for businesses.

Utilizing Gamification in Servicescapes for Improved Consumer Engagement is a pivotal reference source that provides vital research on employing various gamification mechanics to alter and enhance certain behaviors in marketing contexts. While highlighting topics such as online gaming, user engagement, and target marketing, this book is ideally designed for retailers, advertisers, marketers, promotion coordinators, industry professionals, business executives, managers, researchers, academicians, and students seeking current research on bridging servicescapes and marketing literature with gamification.

Gamification and Games in Market Research: Increasing Consumer Engagement in Research for Business Success

Автор: Adamou Betty
Название: Gamification and Games in Market Research: Increasing Consumer Engagement in Research for Business Success
ISBN: 0749483350 ISBN-13(EAN): 9780749483357
Издательство: Неизвестно
Рейтинг:
Цена: 9378.00 р.
Наличие на складе: Есть у поставщика Поставка под заказ.

Описание: Create intrinsic engagement in the research sphere through gamification; exploit existing and emerging technologies, and glean better-quality, untapped data that cannot be obtained through traditional surveying methods.

Business of gamification

Название: Business of gamification
ISBN: 1138340146 ISBN-13(EAN): 9781138340145
Издательство: Taylor&Francis
Рейтинг:
Цена: 7042.00 р.
Наличие на складе: Есть у поставщика Поставка под заказ.

Описание:

At the turn of the century the term gamification was introduced as a concept to understand the process of using game mechanics in non-game contexts. The impact of gamification was soon evident to business practices where it had impact both on marketing and, more broadly, on the organizations themselves. As the number of individuals playing video games grows, there seem to be an acceptance of game mechanics elsewhere. Its effectiveness is highly dependent on both technical possibilities and cultural acceptance, two factors present today.

The aim of The Business of Gamification is to critically analyze the practical and theoretical consequences of gamification. Practically, how has gamification been applied in businesses to this point, and what are the future scenarios? Theoretically, what are the contributions of gamification to existing academic knowledge? How does this change our understanding of how business are performing and its consequences, for organizations, consumers, and society in general?

This edited volume contains new, and stringent, perspectives on how gamification is contextualized in business settings, both in theory as well as in practice. This book will provide a wealth of research for individuals seriously interested in the industry at the academic level. As a result, this book will serve as a reference in curricula associated with video game development for years to come.


ООО "Логосфера " Тел:+7(495) 980-12-10 www.logobook.ru
   В Контакте     В Контакте Мед  Мобильная версия