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Research anthology on developments in gamification and game-based learning (4 VOLUMES SET), by Information Resources Management Association,;


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Цена: 188971.00р.
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Автор: by Information Resources Management Association,;
Название:  Research anthology on developments in gamification and game-based learning (4 VOLUMES SET)
ISBN: 9781668437100
Издательство: Mare Nostrum (Eurospan)
Классификация:


ISBN-10: 1668437104
Обложка/Формат: Hardback
Страницы: 2000
Вес: 6.34 кг.
Дата издания: 30.05.2022
Серия: Penguindrum (manga)
Язык: English
Издание: 2 revised edition
Иллюстрации: F-c; gloss cvr w-no sfx
Размер: 279 x 216
Читательская аудитория: Professional and scholarly
Ключевые слова: Curriculum planning & development,Educational equipment & technology, computer-aided learning (CAL),Teaching skills & techniques, EDUCATION / Computers & Technology,EDUCATION / Curricula,EDUCATION / Teaching Methods & Materials / General
Подзаголовок: Proceedings of the xviii uispp world congress (4-9 june 2018, paris, france) volume 16 (sessions organised by the history of archaeology scientific commission at the xviii world uispp)
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Поставляется из: Англии
Описание: A comprehensive reference source that considers all aspects of gamification and game-based learning in an educational context, including the benefits, difficulties, opportunities, and future directions. This anthology covers a wide range of topics, including game concepts, mobile learning, educational games, and learning processes.


Research Anthology on Developments in Gamification and Game-Based Learning, VOL 1

Автор: Management Association Information R.
Название: Research Anthology on Developments in Gamification and Game-Based Learning, VOL 1
ISBN: 1668446626 ISBN-13(EAN): 9781668446621
Издательство: Mare Nostrum (Eurospan)
Рейтинг:
Цена: 41194.00 р.
Наличие на складе: Есть у поставщика Поставка под заказ.

Research Anthology on Developments in Gamification and Game-Based Learning, VOL 4

Автор: Management Association Information R.
Название: Research Anthology on Developments in Gamification and Game-Based Learning, VOL 4
ISBN: 1668446650 ISBN-13(EAN): 9781668446652
Издательство: Mare Nostrum (Eurospan)
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Цена: 41194.00 р.
Наличие на складе: Есть у поставщика Поставка под заказ.

The Gamification of Training: Game-based Methods and Strategies for Learning and Instruction

Автор: Kapp
Название: The Gamification of Training: Game-based Methods and Strategies for Learning and Instruction
ISBN: 1118096347 ISBN-13(EAN): 9781118096345
Издательство: Wiley
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Цена: 9979.00 р.
Наличие на складе: Есть у поставщика Поставка под заказ.

Описание: Learning professionals are finding success applying game-based sensibilities to the development of instruction. This is the first book to show how to design online instruction that leverages the best elements of online games to increase learning, retention, and application.

Gamification of Learning and Instruction Fieldbook

Автор: Kapp Karl M
Название: Gamification of Learning and Instruction Fieldbook
ISBN: 111867443X ISBN-13(EAN): 9781118674437
Издательство: Wiley
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Цена: 9187.00 р.
Наличие на складе: Есть у поставщика Поставка под заказ.

Описание: Following Karl Kapp`s earlier book The Gamification of Learning and Instruction , this Fieldbook provides a step-by-step approach to implementing the concepts from the Gamification book with examples, tips, tricks, and worksheets to help a learning professional or faculty member put the ideas into practice.

Gamification in Learning and Education

Автор: Sangkyun Kim; Kibong Song; Barbara Lockee; John Bu
Название: Gamification in Learning and Education
ISBN: 3319836986 ISBN-13(EAN): 9783319836980
Издательство: Springer
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Цена: 20962.00 р.
Наличие на складе: Поставка под заказ.

Описание:

This book explores the theoretical foundations of gamification in learning and education. It has become increasingly difficult to engage and motivate students. Gamification not only makes learning interesting, but also allows game players to solve problems and learn lessons through repeated attempts and failures. This 'positive failure' can motivate students to attempt a difficult mission. Chapters in this volume cover topics such as the definition and characteristics of gamification, gamification in learning and education, theories, research on gamification, framework, strategy, and cases.

Gamification in Learning and Education

Автор: Sangkyun Kim; Kibong Song; Barbara Lockee; John Bu
Название: Gamification in Learning and Education
ISBN: 3319472828 ISBN-13(EAN): 9783319472829
Издательство: Springer
Рейтинг:
Цена: 13974.00 р.
Наличие на складе: Есть у поставщика Поставка под заказ.

Описание:

This book explores the theoretical foundations of gamification in learning and education. It has become increasingly difficult to engage and motivate students. Gamification not only makes learning interesting, but also allows game players to solve problems and learn lessons through repeated attempts and failures. This 'positive failure' can motivate students to attempt a difficult mission. Chapters in this volume cover topics such as the definition and characteristics of gamification, gamification in learning and education, theories, research on gamification, framework, strategy, and cases.

Cases on Historical Thinking and Gamification in Social Studies and Humanities Education

Автор: Cosme Jesus Gomez Carrasco, Maria Martinez-Hita, Pedro Miralles Martinez
Название: Cases on Historical Thinking and Gamification in Social Studies and Humanities Education
ISBN: 1668452405 ISBN-13(EAN): 9781668452400
Издательство: Mare Nostrum (Eurospan)
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Цена: 33541.00 р.
Наличие на складе: Есть у поставщика Поставка под заказ.

Описание: Proposes and analyses gamification as a pedagogical innovation that can enable the renewal of the teaching and learning process of history, facilitating the active learning of historical thinking concepts while influencing students` conceptions of history as a discipline and as a school subject.

Research Anthology on Developments in Gamification and Game-Based Learning, VOL 3

Автор: Management Association Information R.
Название: Research Anthology on Developments in Gamification and Game-Based Learning, VOL 3
ISBN: 1668446642 ISBN-13(EAN): 9781668446645
Издательство: Mare Nostrum (Eurospan)
Рейтинг:
Цена: 41194.00 р.
Наличие на складе: Есть у поставщика Поставка под заказ.

Research Anthology on Developments in Gamification and Game-Based Learning, VOL 2

Автор: Management Association Information R.
Название: Research Anthology on Developments in Gamification and Game-Based Learning, VOL 2
ISBN: 1668446634 ISBN-13(EAN): 9781668446638
Издательство: Mare Nostrum (Eurospan)
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Цена: 41194.00 р.
Наличие на складе: Есть у поставщика Поставка под заказ.

Gamification Strategies for Retention, Motivation, and Engagement in Higher Education: Emerging Research and Opportunities

Автор: Costello Robert
Название: Gamification Strategies for Retention, Motivation, and Engagement in Higher Education: Emerging Research and Opportunities
ISBN: 1799820793 ISBN-13(EAN): 9781799820796
Издательство: Mare Nostrum (Eurospan)
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Цена: 19437.00 р.
Наличие на складе: Есть у поставщика Поставка под заказ.

Описание: A key challenge facing higher education institutions is that of retaining students. Though gaming technologies are increasingly being used in support of learning initiatives, gamification can also assist with attendance by increasing engagement. By using gaming technology to map educational content, teachers can engage and motivate learners through adaptive infrastructures and game thinking challenges. Gamification Strategies for Retention, Motivation, and Engagement in Higher Education: Emerging Research and Opportunities is a critical scholarly resource that examines gaming technologies as effectively utilized learning tools to improve retention, engagement, motivation, and problem solving. Featuring a wide range of topics such as higher education, augmented reality, and socialization, this book is ideal for academicians, administrators, researchers, IT specialists, education professionals, and students

Gamification-based e-learning strategies for computer programming education /

Автор: Queiros, Ricardo Alexandre Peixoto de,
Название: Gamification-based e-learning strategies for computer programming education /
ISBN: 1522510346 ISBN-13(EAN): 9781522510345
Издательство: Turpin
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Цена: 29568.00 р.
Наличие на складе: Есть у поставщика Поставка под заказ.

Описание: Computer technologies are forever evolving and it is vital that computer science educators find new methods of teaching programming in order to maintain the rapid changes occurring in the field. One of the ways to increase student engagement and retention is by integrating games into the curriculum.Gamification-Based E-Learning Strategies for Computer Programming Education evaluates the different approaches and issues faced in integrating games into computer education settings. Featuring emergent trends on the application of gaming to pedagogical strategies and technological tactics, as well as new methodologies and approaches being utilized in computer programming courses, this book is an essential reference source for practitioners, researchers, computer science teachers, and students pursuing computer science.

Gamification For Human Factors Integration

Автор: Bishop
Название: Gamification For Human Factors Integration
ISBN: 1466650710 ISBN-13(EAN): 9781466650718
Издательство: Mare Nostrum (Eurospan)
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Цена: 25502.00 р.
Наличие на складе: Есть у поставщика Поставка под заказ.

Описание: With the popularity and ease-of-access to internet technologies, especially social networking, a number of human-centred issues has developed including internet addiction and cyber bullying. In an effort to encourage positive behaviour, it is believed that applying gaming principles to non-gaming environments through gamification can assist in improving human interaction online.Gamification for Human Factors Integration: Social, Educational, and Psychological Issues presents information and best practises for promoting positive behaviour online through gamification applications in social, educational and psychological contexts. Through up-to-date research and practical applications, educators, academicians, information technology professionals and psychologists will gain valuable insight into human-internet interaction and a possible solution for improving the relationship between society and technology.


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