| 000 | 03343nam a22003975i 4500 | ||
|---|---|---|---|
| 999 |
_c103457 _d103457 _x1 |
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| 001 | 103457 | ||
| 003 | DE-He213 | ||
| 005 | 20230102113131.0 | ||
| 006 | a||||fo|||| 00| 0 | ||
| 007 | cr nn 008mamaa | ||
| 008 | 140905s2015 gw | s |||| 0|eng d | ||
| 020 | _a9783319102566 | ||
| 024 | 7 |
_a10.1007/978-3-319-10256-6 _2doi |
|
| 040 |
_bspa _dES-MaUEC |
||
| 050 | 4 |
_aLB1029.G3 _b2015 EB |
|
| 100 | 1 |
_aKonert, Johannes. _eautor. _4aut _4http://id.loc.gov/vocabulary/relators/aut _0http://id.loc.gov/authorities/names/no2015128904 _1http://viaf.org/viaf/348144647693226012949/ |
|
| 245 | 1 | 0 |
_aInteractive Multimedia Learning _bUsing Social Media for Peer Education in Single-Player Educational Games _cby Johannes Konert. |
| 264 | 1 |
_aCham _bSpringer International Publishing _c2015 |
|
| 300 | _a1 recurso en línea (XXII, 220 páginas 52 ilustraciones, 10 ilustraciones a color.) | ||
| 336 |
_2rdacontent _aTexto (visual) _btxt |
||
| 337 |
_2rdamedia _aelectrónico _bc |
||
| 338 |
_2rdacarrier _arecurso electrónico _bcr |
||
| 490 | 0 |
_aSpringer Theses, Recognizing Outstanding Ph.D. Research, _x2190-5053 |
|
| 490 | 0 | _aEngineering (Springer-11647) | |
| 505 | 0 | _aIntroduction -- Related Work -- Approach And Concept for Social Serious Games Creation -- Content Integration Model for Peer Tutoring -- Game Adaptation and Personalization Support -- Peer Group Formation for Learning -- Implemented Scenarios and Evaluation Results -- Conclusions and Outlook. | |
| 520 | 3 | _aThis book introduces new concepts and mechanisms regarding the usage of both social media interactions and artifacts for peer education in digital educational games. Digital games in general, and digital educational games in particular, represent an area with a high potential for interdisciplinary innovation, not only from an information technology standpoint, but also from social science, psychological and didactic perspectives. This book presents an interdisciplinary approach to educational games, which is centered on information technology and aims at: (1) improving digital management by focusing on the exchange of learning outcomes and solution assessment in a peer-to-peer network of learners; (2) achieving digital implementation by using forms of interaction to change the course of educational games; and (3) providing digital support by fostering group-formation processes in educational situations to increase both the effects of educational games and knowledge exchange at the individual level. In addition to a systematic analysis of the relationship between software architecture, educational games and social media applications, the book also presents the implemented IT systems' architectures and algorithmic solutions as well as the resulting applicable evaluation findings from the field of interactive multimedia learning. | |
| 988 | _aEBSPRINGER_2018 | ||
| 650 | 7 |
_9140291 _aJuegos educativos _2embne |
|
| 650 | 7 |
_aAprendizaje _2embne _9405036 |
|
| 776 | 0 | 8 |
_iEdición impresa: _z9783319102573 |
| 776 | 0 | 8 |
_iEdición impresa: _z9783319102559 |
| 776 | 0 | 8 |
_iEdición impresa: _z9783319384801 |
| 856 | 4 | 0 |
_uhttps://go.openathens.net/redirector/universidadeuropea.es?url=https://doi.org/10.1007/978-3-319-10256-6 _zAcceso a este recurso digital (usuarios Universidad Europea de Madrid) |
| 942 |
_2lcc _cLE |
||
| 998 |
_b03/2019 _dz _eIG _zSI |
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