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Research Anthology on Developments in Gamification and Game-Based Learning, VOL 4, Management Association Information R.


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Автор: Management Association Information R.
Название:  Research Anthology on Developments in Gamification and Game-Based Learning, VOL 4
ISBN: 9781668446652
Издательство: Mare Nostrum (Eurospan)
Классификация:


ISBN-10: 1668446650
Обложка/Формат: Hardcover
Страницы: 544
Вес: 1.54 кг.
Дата издания: 22.11.2021
Язык: English
Размер: 27.94 x 21.59 x 3.02 cm
Читательская аудитория: General (us: trade)
Рейтинг:
Поставляется из: Англии


Research anthology on developments in gamification and game-based learning  (4 VOLUMES SET)

Автор: by Information Resources Management Association,;
Название: Research anthology on developments in gamification and game-based learning (4 VOLUMES SET)
ISBN: 1668437104 ISBN-13(EAN): 9781668437100
Издательство: Mare Nostrum (Eurospan)
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Цена: 188971.00 р.
Наличие на складе: Нет в наличии.

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)
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Цена: 41194.00 р.
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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.
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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-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.
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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.

Google Classroom: 60 Smart Tips and Tricks To Enhance Your Online Teaching, Introduce Gamification and Be Loved By Your Students

Автор: Bradley Emma
Название: Google Classroom: 60 Smart Tips and Tricks To Enhance Your Online Teaching, Introduce Gamification and Be Loved By Your Students
ISBN: 1801186928 ISBN-13(EAN): 9781801186926
Издательство: Неизвестно
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Цена: 2752.00 р.
Наличие на складе: Нет в наличии.

Описание: This guide proposes a practical approach to set up your classroom, connect students, and provide original teaching activities via Google Classroom, the most intuitive e-learning software.

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)
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Цена: 41194.00 р.
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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.
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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: 1799820807 ISBN-13(EAN): 9781799820802
Издательство: Mare Nostrum (Eurospan)
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Цена: 15048.00 р.
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Описание: 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 for academics, administrators, researchers, IT specialists, education professionals, and students.

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.
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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

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: 1668452448 ISBN-13(EAN): 9781668452448
Издательство: Mare Nostrum (Eurospan)
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Цена: 25780.00 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.

Gamification and Artificial Intelligence during COVID-19: Case Studies in Health and Education

Автор: Carmen Bueno Munoz, Jose Angel Lopez Sanchez, Luis R. Murillo Zamorano
Название: Gamification and Artificial Intelligence during COVID-19: Case Studies in Health and Education
ISBN: 3631869878 ISBN-13(EAN): 9783631869871
Издательство: Peter Lang
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Цена: 4851.00 р.
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Описание:

The health emergency caused by COVID-19 has been a global challenge. During this period, it was necessary to quickly develop solutions that were able to cope with the pandemic and help mitigate the effects that the new coronavirus was causing in many sectors. This book analyzes how gamification and artificial intelligence (AI) have been used during the COVID-19 pandemic in health and education. To this end, a review of the main applications of gamification and AI during this period is made. We also analyze four cases framed in health care and education in which both resources, gamification and AI, are combined and their usefulness in the context characterized by COVID-19 is analyzed. Finally, some of the ethical issues surrounding gamification and AI in this scenario are examined.

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.


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