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Gamification and Artificial Intelligence during COVID-19: Case Studies in Health and Education, Carmen Bueno Munoz, Jose Angel Lopez Sanchez, Luis R. Murillo Zamorano


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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: 9783631869871
Издательство: Peter Lang
Классификация:

ISBN-10: 3631869878
Обложка/Формат: Hardback
Страницы: 130
Вес: 0.25 кг.
Дата издания: 19.01.2022
Язык: English
Издание: New ed
Размер: 210 x 148 x 22
Читательская аудитория: Professional & vocational
Рейтинг:
Поставляется из: Англии
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.


Дополнительное описание:

Gamification – Artificial intelligence – Health – Education – COVID-19 – Digital transformation – Digital experiences – Business activity – Economic growth – Ethical issues





Actionable Gamification - Beyond Points, Badges, and Leaderboards

Автор: Chou Yu-Kai
Название: Actionable Gamification - Beyond Points, Badges, and Leaderboards
ISBN: 0692858903 ISBN-13(EAN): 9780692858905
Издательство: Неизвестно
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Цена: 6207.00 р.
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Описание:

The new era of Gamification and Human-Focused Design optimizes for motivation and engagement over traditional Function-Focused Design. Within the industry, studies on game mechanics and behavioral psychology have become proliferate. However, few people understand how to merge the two fields into experience designs that reliably increases business metrics and generates a return on investment. Gamification Pioneer Yu-kai Chou takes reader on a journey to learn his twelve years of obsessive research in creating the Octalysis Framework, and how to apply the framework to create engaging and successful experiences in their product, workplace, marketing, and personal lives.

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.

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.
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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-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.

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)
Рейтинг:
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 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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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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Bridging Human Intelligence and Artificial Intelligence

Автор: Albert Mark V., Lin Lin, Spector Michael J.
Название: Bridging Human Intelligence and Artificial Intelligence
ISBN: 3030847284 ISBN-13(EAN): 9783030847289
Издательство: Springer
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Цена: 20962.00 р.
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Описание: This edited volume is based on contributions from the TCET-AECT "Human-Technology Frontier: Understanding the Learning of Now to Prepare for the Work of the Future Symposium" held in Denton, Texas on May 16-18, sponsored by AECT.

Artificial Intelligence, Mixed Reality, and the Redefinition of the Classroom

Автор: Martin Scott M.
Название: Artificial Intelligence, Mixed Reality, and the Redefinition of the Classroom
ISBN: 1475847270 ISBN-13(EAN): 9781475847277
Издательство: Rowman & Littlefield Publishers
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Цена: 20064.00 р.
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Описание: Artificial Intelligence, Mixed Reality, and the Redefinition of the Classroom highlights new interpretations, understandings, and emerging technologies that radically remake traditional educational models, structures, and systems, and upend how faculty teach, and students learn.

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.


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