Produktbild: The World of Games: Technologies for Experimenting, Thinking, Learning
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The World of Games: Technologies for Experimenting, Thinking, Learning XXIII Professional Culture of the Specialist of the Future, Volume 1

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Beschreibung

Produktdetails

Einband

Taschenbuch

Erscheinungsdatum

24.11.2024

Herausgeber

Daria Bylieva + weitere

Verlag

Springer

Seitenzahl

444

Maße (L/B/H)

23,5/15,5/2,5 cm

Gewicht

686 g

Sprache

Englisch

ISBN

978-3-031-48497-1

Beschreibung

Produktdetails

Einband

Taschenbuch

Erscheinungsdatum

24.11.2024

Herausgeber

Verlag

Springer

Seitenzahl

444

Maße (L/B/H)

23,5/15,5/2,5 cm

Gewicht

686 g

Sprache

Englisch

ISBN

978-3-031-48497-1

Herstelleradresse

Springer-Verlag KG
Sachsenplatz 4-6
1201 Wien
AT

Email: ProductSafety@springernature.com

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  • Produktbild: The World of Games: Technologies for Experimenting, Thinking, Learning
  • Part I: Games of Life.- Games of Existence: The Digital Transformation of Fictionality.- A Semiverse of Games.- The Game in the Context of Social Dramaturgy.- Culture and Life as Gameplay Experiences: Theological point of view.- The Social Function of Toy Models in Games of Science.- Constitutive Rules of Artificial Games and Natural Conventions of Ordinary Behavior.- Psychological Portrait of a Modern Young Gambler.- Identity strategies in the space of massively multiplayer online role-playing games (MMORPG).- Beginning of the Gaming Era, Parental Controls and Technical Acumen.- Modern Initiation Practices:  Gaming Technologies Application.- The Recursive Paradigm And Semiotic Models Of Games in Third-order Technical Cybernetics.- Liability In The World Of Games: The Interaction Of Positive And Soft Law.- Part II: Cities and Societies, Organization and Cooperation.- Communications Using Gamification For The Implementation Of Urban Projects.- The Best City Left": City 17 in The Half Life 2 Game Universe and The Transformation of The City Image of The Future".- Issues of city management in the context of game theory.- Possibilities for Applications of Game Theory in Relation to Land Use.- Play and Labour - Some Conceptual Remarks on Gamification in the Context of Manual Work.- Gamification in the Personnel Management of a Self-Learning Organization.- Gamification in Industry:  Simulation-Game Modeling of Production Processes.- Improving Gamification Technology in Corporate Training in the Legal Industry.- The Role Of Gamification In Human Resources Brand Development.- Part III: Edutainment and Gamification.- Compatibility of Edutainment and Traditional Methods in the University’s Educational Environment.- The Immersive Approach and Gamification: New Forms of Educational Technologies through Games.- Edutainment as a New Educational Technology: A Comparative Analysis.- Gamification in Education: A Literature Review.- The Role of Game Practices in the Model University of the Future.- The Role of Game-Based Assessment for the Enhancement of Learning.- Game-based Assessment of 21st Century Skills: Communication And Creative Thinking in Foreign Language Education.- Gamification Techniques in Massive Open Online Courses: Challenges and Opportunities.- Improving Speaking And Listening Skills: An Educational Eco-system for Foreign Languages Teaching In Higher Education.- Digital Game-based Language Teaching in Russian University Settings: Beliefs and Constraints.- Teaching Gamification in a Virtual Learning Environment.