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Recent advances in technologies for inclusive well-being : virtual patients, gamification and simulation, Brooks, Anthony Lewis, editor Brahman, Sheryl, ed


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Автор: Brooks, Anthony Lewis, editor Brahman, Sheryl, ed
Название:  Recent advances in technologies for inclusive well-being : virtual patients, gamification and simulation
ISBN: 9783030596088
Издательство: Springer
Классификация: ISBN-10: 3030596087
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Поставляется из: Германии


      Новое издание
Recent Advances in Technologies for Inclusive Well-Being: Virtual Patients, Gamification and Simulation

Автор: Brooks Anthony Lewis, Brahman Sheryl, Kapralos Bill
Название: Recent Advances in Technologies for Inclusive Well-Being: Virtual Patients, Gamification and Simulation
ISBN: 3030596079 ISBN-13(EAN): 9783030596071
Издательство: Springer
Цена: 23757.00 р.
Наличие на складе: Есть у поставщикаПоставка под заказ.
Описание: Reflecting on Recent Advances in Technologies of Inclusive Well-Being.- Gaming, VR, and immersive technologies for education/ training.- VR/technologies for rehabilitation.


Recent Advances in Technologies for Inclusive Well-Being: Virtual Patients, Gamification and Simulation

Автор: Brooks Anthony Lewis, Brahman Sheryl, Kapralos Bill
Название: Recent Advances in Technologies for Inclusive Well-Being: Virtual Patients, Gamification and Simulation
ISBN: 3030596079 ISBN-13(EAN): 9783030596071
Издательство: Springer
Цена: 23757.00 р.
Наличие на складе: Есть у поставщика Поставка под заказ.

Описание: Reflecting on Recent Advances in Technologies of Inclusive Well-Being.- Gaming, VR, and immersive technologies for education/ training.- VR/technologies for rehabilitation.

Simulation and Modeling Methodologies, Technologies and Applications

Автор: Nuno Pina; Janusz Kacprzyk; Joaquim Filipe
Название: Simulation and Modeling Methodologies, Technologies and Applications
ISBN: 364234335X ISBN-13(EAN): 9783642343353
Издательство: Springer
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Цена: 16979.00 р.
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Описание: This book contains papers from the First International Conference on Simulation and Modeling Methodologies, Technologies and Applications, SIMULTECH 2011, held in Noordwijkerhout, The Netherlands.

Recent Advances in Technologies for Inclusive Well-Being: Virtual Patients, Gamification and Simulation

Автор: Brooks Anthony Lewis, Brahman Sheryl, Kapralos Bill
Название: Recent Advances in Technologies for Inclusive Well-Being: Virtual Patients, Gamification and Simulation
ISBN: 3030596109 ISBN-13(EAN): 9783030596101
Издательство: Springer
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Цена: 23757.00 р.
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Описание: In a time of ongoing pandemic when well-being is a priority this volume presents latest works across disciplines associated to Virtual Patients, Gamification and Simulation. Chapters herein present international perspectives with authors from around the globe contributing to this impactful third edition to the series following a 2014 Springer book on Technologies for Inclusive Well-Being and a 2017 Springer book Recent Advances in Technologies for Inclusive Well-Being. Digital technologies are pervasive in life and the contributions herein focus on specific attributes and situations, especially in training and treatment programmes spanning across ranges of diagnosis, conditions, ages, and targeted impacts. This volume purposefully does not cover all (even if that was possible) aspects on how virtual interactive space can align to statial computing, which in turn can align with related embodied entities (whatever the terms used e.g. Virtual, Augmented, Extended, Mixed Realities) along with AI, Deep Learning etc. It also doesn’t cover what some may refer to as ‘trendy terms’ such as 360 degree, video, WebXR, cryptocurrency, blockchain, virtual goods, AR museums, travel and teleportation…however, what is covered in this book, and the prior volumes it builds upon (as above), is a sharing and questioning of advancing technologies for inclusive well-being through research and practices from an avant-garde perspective.

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)
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Цена: 31324.00 р.
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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.

Higher Education for All. From Challenges to Novel Technology-Enhanced Solutions

Автор: Cristea
Название: Higher Education for All. From Challenges to Novel Technology-Enhanced Solutions
ISBN: 3319979337 ISBN-13(EAN): 9783319979335
Издательство: Springer
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Цена: 6986.00 р.
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Описание: The papers deal with a large spectrum of topics, including higher education, technology-enhanced solutions, user modelling, user grouping, gamification, educational games, MOOCs, e-learning, open educational resources, collaborative learning, student modelling, serious games, language analysis.

Tailored Gamification to Educational Technologies

Автор: Wilk Oliveira; Ig Ibert Bittencourt
Название: Tailored Gamification to Educational Technologies
ISBN: 9813298146 ISBN-13(EAN): 9789813298149
Издательство: Springer
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Цена: 13974.00 р.
Наличие на складе: Поставка под заказ.

Описание: Providing a theoretical overview of the domain, including a number of related psychological and educational theories along with a complete state-of-the-art analysis on this topic, it presents an approach and architecture to tailor these systems to students` gamer type and age.

Tailored Gamification to Educational Technologies

Автор: Wilk Oliveira; Ig Ibert Bittencourt
Название: Tailored Gamification to Educational Technologies
ISBN: 9813298111 ISBN-13(EAN): 9789813298118
Издательство: Springer
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Цена: 15372.00 р.
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Описание: This book introduces and explores the field of tailored gamified educational technologies. Providing a theoretical overview of the domain, including a number of related psychological and educational theories along with a complete state-of-the-art analysis on this topic, it presents an approach and architecture to tailor these systems to students’ gamer type and age.

Transforming Society and Organizations through Gamification: From the Sustainable Development Goals to Inclusive Workplaces

Автор: Spanellis Agnessa, Harviainen J. Tuomas
Название: Transforming Society and Organizations through Gamification: From the Sustainable Development Goals to Inclusive Workplaces
ISBN: 3030682099 ISBN-13(EAN): 9783030682095
Издательство: Springer
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Цена: 13974.00 р.
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Описание: Gamification is the application of game-design elements and game principles to non-game contexts, and has been used to solve problems by applying characteristics of games. Though it has principally been applied in the areas of business and education, this book seeks to expand focus beyond this, looking at how gamification can be used for social change, the development of organizations and the implementation of the UN Sustainable Development goals. Including contributors from across the glove, it draws on a rich array of case studies, from inclusivity in the workplace to ecosystems in the Amazon. A timely contribution to an exciting, growing field, this book engages with the theoretical framework and lays out the foundations for a rigorous theory-based stream of research. It will be valuable reading to scholars and practitioners interested in social change, sustainability, gamification and organizational studies. Agnessa Spanellis (PhD, MEng) is an Assistant Professor at Heriot-Watt University, Scotland and a member of the Research Centre for Logistics and Sustainability at Edinburgh Business School, leading research on gamification for sustainable development and exploring how gamification can improve social and environmental sustainability, especially in more deprived and impoverished communities in low-income counties. J. Tuomas Harviainen (PhD, MBA) works as Associate Professor of information Practices at Tampere University, Finland. Harviainen's work ranges from information sharing in creative organizations to games and gamification. He firmly believes that good research can also be a form of societal activism.

Transforming Society and Organizations Through Gamification: From the Sustainable Development Goals to Inclusive Workplaces

Автор: Spanellis Agnessa, Harviainen J. Tuomas
Название: Transforming Society and Organizations Through Gamification: From the Sustainable Development Goals to Inclusive Workplaces
ISBN: 3030682064 ISBN-13(EAN): 9783030682064
Издательство: Springer
Рейтинг:
Цена: 13974.00 р.
Наличие на складе: Есть у поставщика Поставка под заказ.

Описание:

- Introduction

- Editorial. This chapter will introduce the concept of gamification and outline the structure of the book. Agnessa Spanellis and J. Tuomas Harviainen (editors)

- Intro: why gamification is relevant. This chapter will discuss why gamification is a relevant topic in modern world and why it should be used as an effective tool to address societal challenges around the world. Michael Sutton (Akio Morita School of Business, Anaheim, CA)

- Getting participants. This chapter will discuss the issues of getting the participants and various approaches to engaging with the participants in experimentation-based research, such as participatory action research. Lobna Hassan (Tampere University, Finland)

- Social lens

- Peace-making. This chapter will describe the case of using gamification to help promote the ideas of peace and fight stereotypes and perceptions in war-torn Yemen. Philipp Busch (GIZ, Germany)

- Livelihood of smallholder farmers. This chapter will describe the case of how some dimensions of multidimensional poverty, i.e. house sanitation and mouth hygiene have been improved with gamification intervention in the rural communities of Paraguay. Katharina Hammler (Fundacion Paraguaya)

- Refugee integration. This chapter will describe a case of using a gamified approach to introduce refugee children to the societal value of their new home and help them integrate faster in the society. Mela Kocher (Zurich University of the Arts, Switzerland)

- Community resilience. This chapter will present how gamification is used to increase resilience of rural communities that are prone to the effects of natural disasters and climate change. Tri Yani Sunarharum (Universitas Gadjah Mada, Indonesia)

- Social impact of gamified education. This chapter will describe how gamification can engage children from disadvantaged communities and thereby improve their opportunities and help uplift the community. Richard Landers (University of Minnesota)

- Inclusivity in the workplace. This chapter will describe a case of making science centres a more inclusive place for people with disabilities, by recreating their experiences for others with gamification. Kate Sang (Heriot-Watt University, UK)

- Environmental lens

- Ecosystems. This case will discuss how gamification can help to learn how to ecosystems in Amazon area are organised and what approaches can be used to research them more effectively. David Cole (Heriot-Watt University, UK)

- Reduction of carbon emissions. This chapter will present a case of changing the behaviour of consumers through gamification intervention in order to reduce energy consumption. Ronald Dyer (University of Sheffield, UK)

- Disaster prevention and awareness. This chapter will demonstrate how gamification can be used to increase awareness about natural disasters and mitigation of the circumstances. Hidehiko Kanegae (Ritsumeikan University, Japan)

- Public transportation. This chapter will present a case of using gamification to increase the use

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.

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)
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Цена: 30215.00 р.
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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 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.
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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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