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  • MPI Ethno. Forsch.  (2)
  • 2015-2019  (2)
  • Ifenthaler, Dirk
  • E-Learning  (1)
  • Education  (1)
Datenlieferant
  • MPI Ethno. Forsch.  (2)
  • BSZ  (1)
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  • 1
    ISBN: 9783319058344
    Sprache: Englisch
    Seiten: Online-Ressource (XXXIII, 477 p. 109 illus., 24 illus. in color, online resource)
    Serie: Advances in Game-Based Learning
    Serie: SpringerLink
    Serie: Bücher
    Paralleltitel: Druckausg. Serious games analytics
    RVK:
    Schlagwort(e): Education ; Education ; Lernspiel ; Planspiel ; Beurteilung ; Lernspiel ; Planspiel ; Beurteilung
    Kurzfassung: This first-of-its-kind reference moves the concepts and methodologies of game analytics and learning analytics into the emerging field of serious games. The book calls for more validated and standardized research into serious games analytics, backing up this demand with ways that player data can be transformed into information of value to the academic and serious games sectors. Featured methodologies derive from diverse disciplines, from computer science and data visualization to learning science and statistics. And the volume's second half highlights new frontiers for serious games in medical education and patient care, psychological profile generation, and learning support. Included in the coverage: A meta-analysis of data collection in serious games research. Measuring expert-performance for serious games analytics: from data to insights. Comparative visualization of player behavior for serious games analytics. The role of serious games in robot exoskeleton assisted rehabilitation of stroke patients. Design of game-based stealth assessment and learning support. A game design methodology for generating a psychological profile of players. Serious Games Analytics gives educators, instructional designers, and researchers in educational technology a fuller grasp of the knowledge learners access in serious game play, and data and ideas leading to the next wave of serious games.
    Beschreibung / Inhaltsverzeichnis: An Introduction to Serious Games Analytics (SEGA)Methods for Learners' Gameplay Data Collection.- Methods for Learners' Gameplay Data Analysis -- Visualization of Learners' Play-paths.-  Serious Games Analytics Methodologies -- Serious Games, Virtual Worlds, Simulations, and Augmented Reality.
    Anmerkung: Description based upon print version of record
    URL: Volltext  (lizenzpflichtig)
    URL: Cover
    Bibliothek Standort Signatur Band/Heft/Jahr Verfügbarkeit
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  • 2
    ISBN: 9783319058252
    Sprache: Englisch
    Seiten: Online Ressource (8014 KB, 329 S.)
    Ausgabe: Springer eBook Collection. Humanities, Social Sciences and Law
    Paralleltitel: Print version E-Learning Systems, Environments and Approaches
    DDC: 371.33
    Schlagwort(e): Electronic books ; E-Learning
    Kurzfassung: The volume consists of twenty-five chapters selected from among peer-reviewed papers presented at the CELDA (Cognition and Exploratory Learning in the Digital Age) 2013 Conference held in Fort Worth, Texas, USA, in October 2013 and also from world class scholars in e-learning systems, environments and approaches. The following sub-topics are included: Exploratory Learning Technologies (Part I), e-Learning social web design (Part II), Learner communities through e-Learning implementations (Part III), Collaborative and student-centered e-Learning design (Part IV). E-Learning has been, since its initial stages, a synonym for flexibility. While this dynamic nature has mainly been associated with time and space it is safe to argue that currently it embraces other aspects such as the learners’ profile, the scope of subjects that can be taught electronically and the technology it employs. New technologies also widen the range of activities and skills developed in e-Learning. Electronic learning environments have evolved past the exclusive delivery of knowledge. Technology has endowed e-Learning with the possibility of remotely fomenting problem solving skills, critical thinking and team work, by investing in information exchange, collaboration, personalisation and community building
    Beschreibung / Inhaltsverzeichnis: Part I. Exploratory Learning TechnologiesMeasuring Problem Solving Skills in Portal 2 -- iPads in Inclusive Classrooms: Ecologies of Learning -- Supporting the Strengths and Activity of Children with Autism in a Technology-Enhanced Learning Environment -- The Cognitive Cost of Chatting while Attending a Lecture: A Temporal Analysis -- Learning with the Simple show -- Using Loop Learning and Critical Dialogue in Developing Innovative Literature Reviews -- The Contributions of Digital Concept Maps to Assessment for Learning Practices -- Part II. e-Learning Social Web Design -- Intelligent Tutors in Immersive Virtual Environments -- Journal of Exploration on the Way Towards Authentic Learning Environments -- The Configuration Process of a Community of Practice in the Collective Text Editor -- Context-Based Semantic Annotations in Copes: An Ontological and Rule-Based Approach -- Model of Emotional Expressions in Movements -- Student-Driven Classroom Technologies: Transmedia Navigation and Transformative Communications -- Perceived Affordances of a Technology-Enhanced Active Learning Classroom in Promoting Collaborative Problem Solving -- Using a Facebook Group as a Forum to Distribute, Answer and Discuss Content: Influence on Achievement -- Part III. Learner Communities through e-Learning Implementations -- ICT Support for Collaborative Learning - A Tale of Two Cities -- Students' Facebook Usage and Academic Achievement: A Case Study of Private University in Thailand -- The Investigation of Pre-Service Teachers' Concerns about Integrating Web 2.0 Technologies into Instruction -- Interactive Technologies for Teacher Training: Comparing Performance and Assessment in Second Life and Simschool -- A Study on Improving Information Processing Abilities Based on PBL -- Part IV. Collaborative and Student-Centered e-Learning Design -- Piaget, Inhelder and Minecraft -- Using Generic and Context-Specific Scaffolding to Support Authentic Science Inquiry -- Leverage Learning in the University Classroom -- Data Challenges of Leveraging a Simulation to Assess Learning -- Self-Assessment and Reflection in a 1st Semester Course for Software Engineering Students -- Don't Waste Student Work: Using Classroom Assignments to Contribute to Online Resources -- The Ancestor Project: Aboriginal Computer Education through Storytelling -- Index.
    Anmerkung: Description based upon print version of record
    Bibliothek Standort Signatur Band/Heft/Jahr Verfügbarkeit
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