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World of Games: Technologies for Experimenting, Thinking, Learning: XXIII Professional Culture of the Specialist of the Future, Volume 2 [Mīkstie vāki]

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  • Formāts: Paperback / softback, 412 pages, height x width: 235x155 mm, 80 Illustrations, color; 11 Illustrations, black and white; XI, 412 p. 91 illus., 80 illus. in color., 1 Paperback / softback
  • Sērija : Lecture Notes in Networks and Systems 829
  • Izdošanas datums: 19-Nov-2024
  • Izdevniecība: Springer International Publishing AG
  • ISBN-10: 303148018X
  • ISBN-13: 9783031480188
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  • Mīkstie vāki
  • Cena: 198,63 €*
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  • Formāts: Paperback / softback, 412 pages, height x width: 235x155 mm, 80 Illustrations, color; 11 Illustrations, black and white; XI, 412 p. 91 illus., 80 illus. in color., 1 Paperback / softback
  • Sērija : Lecture Notes in Networks and Systems 829
  • Izdošanas datums: 19-Nov-2024
  • Izdevniecība: Springer International Publishing AG
  • ISBN-10: 303148018X
  • ISBN-13: 9783031480188
Citas grāmatas par šo tēmu:

This book reflects the various dimensions of play. It gathers together experience with role-play, tabletop, and online games and develops and assesses tools. It also reflects the human condition in this world of games as it becomes a digital world. We are living in a World of Games where every game is a world through which we learn about the world. A World of Games is fun and engaging, but it also provides deceptive pleasures. What may seem like fun is far from harmless. And then there are the many ways of learning in the mode of play. 


Part I: From Building Blocks to Augmented Reality Glasses - Technologies
for Gaming.- The Metaverse: Changing the Landscape of Media Education.-
Application of Phygital Games at the University in the Context of
Digitalization.- An EON-XR Augmented Reality Application for Motivation
Stimulation and Vocabulary Training of Masters Degree Students Majoring in
Civil Engineering.- Game Technologies and High-Fidelity Patient Simulation in
the field of Psychology and Medicine.- Video Games in Teaching Audiovisual
Translation to University Students.- Development of a Play and Program Mobile
Application Based on the Gamification Methodology.- Experience of
Non-linguistics Students Creating Online Games on Foreign Language Grammar.-
Part II: Games in Various Educational Environments.- Using Game Practices to
Identify Teams Capable of Generating Entrepreneurial Ideas.- The Phenomenon
of "Social Responsibility" as a Construct of the Humanitarian Educational
Ecosystem for the Training of Future Engineers: Perspectives, Forms,
Approaches.- The Use of Gamification Elements for the Development of
Creativity in Engineering.- Designing Tabletop Games for Individuals with
Disabilities through Student Project activity.- Computer Games and Literary
Education:  Opportunities and Limitations.- A Gamification Conceptual
Framework for Marketing Courses.- The Formative Role of "Model UN" in the
Development of the Professional Personality of Diplomats.- Unlocking the
Power of Gamification: Evaluating the Efficacy of Wizer.me in EFL Vocabulary
Acquisition.- Assessment of the Creative Freedom of Students Trained in the
Acting Technique "Demidov Études".- The Development of Ethno-Cultural Empathy
within a Multicultural Educational Environment: Peculiarities and
Role-Playing Experiences.- Moot Court Competition in a Foreign Language :
Developing Professional Competencies  through a Business Game.- Gaming
Technologies in the Formation of Legal Students Professional Competencies:
Moot Courts.- Technologies for Innovative Potential Development of University
Students majoring in Engineering.- Gamification in Teaching Foreign Languages
to Economics Students: A Case Study.- Visual Novels as a Means of Business
Communication Skills Development for Computer Science Students.- WebQuest as
a Means for Students Soft Skills Development in Engineering Foreign Language
Education.- Problem-Based Role Plays in Teaching English to Students of
Humanities.- A Business Game Introduction into Foreign Language Training of
Materials Science and Engineering Students.- Gamification in Foreign Language
Education: Development of Lexical Skills in Teaching a Second Foreign
Language at the University.- Gamified Communication as a Didactic tool for
Mastering a Professionally Oriented Video Course in a Foreign Language.- The
use of role-playing games to develop the skills of constructive communication
of healthcare professionals.- The Use of Games in English Language Lessons as
a Means of Communication.