000 03343nam a22003975i 4500
999 _c103457
_d103457
_x1
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