[PDF] Serious Games Digitale Spiele In Den Anwendungsgebieten Training Bildung Und Healthcare - eBooks Review

Serious Games Digitale Spiele In Den Anwendungsgebieten Training Bildung Und Healthcare


Serious Games Digitale Spiele In Den Anwendungsgebieten Training Bildung Und Healthcare
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Serious Games


Serious Games
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Author :
language : de
Publisher:
Release Date : 2015

Serious Games written by and has been published by this book supported file pdf, txt, epub, kindle and other format this book has been release on 2015 with categories.




Serious Games Anwendung Digitaler Spiele Insbesondere In Den Bereichen Training Bildung Und Healthcare


Serious Games Anwendung Digitaler Spiele Insbesondere In Den Bereichen Training Bildung Und Healthcare
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Author : Markus Wilms
language : de
Publisher: GRIN Verlag
Release Date : 2010

Serious Games Anwendung Digitaler Spiele Insbesondere In Den Bereichen Training Bildung Und Healthcare written by Markus Wilms and has been published by GRIN Verlag this book supported file pdf, txt, epub, kindle and other format this book has been release on 2010 with categories.


Diplomarbeit aus dem Jahr 2009 im Fachbereich Informatik - Wirtschaftsinformatik, Note: 1,0, Fachhochschule für Oekonomie & Management gemeinnützige GmbH, Hochschulstudienzentrum Duisburg, Sprache: Deutsch, Abstract: Als Einstiegsliteratur dient vor allem das zweite Kapitel, das auf die verschiedenen Sichtweisen auf das Spielen und digitale Spiele im Besonderen eingeht. Die Wirkungsweise von Spielen wird anhand der psychologischen und didaktischen Effekte die Serious Games nutzen dargestellt. Hierbei wird grundlegendes Wissen über Lernen, Lerntechniken und -methoden vorausgesetzt, da nur auf die für Serious Games spezifischen Effekte eingegangen wird. Des Weiteren werden die Akteure in der Spieleindustrie beschrieben, da von Ihnen zurzeit die meiste Entwicklung vorangetrieben wird. Einflussgrößen der Regierung und Serious Games-bezogene Projekte werden ebenfalls dargestellt. Das dritte Kapitel widmet sich der Beschreibung der Taxonomie für Serious Games. Das Konzept zur Gliederung und Ordnung von ernsthaften Anwendungen mit Spieltechnologie ermöglicht die Betrachtung dieses Themas in strukturierter Form. Zusätzlich zu den Kriterien die sich aus der Taxonomie ergeben gibt es einige anwendungsrelevante Kriterien die für Anwender von Serious Games wichtig sind. Diese Kriterien weisen auf Fragestellungen hin, die sich vor der Investition in diese Technologie ergeben. Auf Basis dieser Kriterien wird im vierten Kapitel ein Vorgehensmodell entwickelt mit dem Interessenten ihre Möglichkeiten strukturiert analysieren und bewerten können. Im fünften Kapitel werden die entwickelten Kriterien auf einige Beispiele von bereits existierenden Serious Games angewendet. Die theoretischen Grundlagen und Erkenntnisse aus dem vorangegangenen Kapitel werden mit existierenden Produkten abgeglichen.



Serious Games Digitale Spiele In Den Anwendungsgebieten Training Bildung Und Healthcare


Serious Games Digitale Spiele In Den Anwendungsgebieten Training Bildung Und Healthcare
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Author : Markus Wilms
language : de
Publisher: Diplomica Verlag
Release Date : 2015-08

Serious Games Digitale Spiele In Den Anwendungsgebieten Training Bildung Und Healthcare written by Markus Wilms and has been published by Diplomica Verlag this book supported file pdf, txt, epub, kindle and other format this book has been release on 2015-08 with Computers categories.


Die Frage nach der Bedeutung des Begriffs 'Serious Games' stellt sich, sobald aktuelle Trends und Veränderungen der Videospieleindustrie betrachtet werden. Im Gegensatz zu den Gelegenheitsspielen (engl. 'Casual Games'), die sich relativ einfach anhand Ihrer Zielgruppe und ihrer Konsumausrichtung definieren lassen, sind Serious Games ein eher diffuser Begriff. Im Marketing wird meist die Definition von Serious Games als Lern- und Trainingsspiele (Computer based Learning, Educational Games) benutzt. Dies ist jedoch nur ein Aspekt, eine Möglichkeit Spiele und deren Mechanismen für 'seriöse' Intentionen zu gebrauchen. Die von öffentlichen Stellen entwickelte Software konnte bisher, abgesehen von Einzelfällen, nicht in Lehrpläne oder Unterrichtsabläufe integriert werden. Das amerikanische Militär hingegen ist in der Nutzung von digitalen Spielen zu Ausbildungs- und Marketingzwecken sehr fortschrittlich. Die Nutzung von aktuellen Technologien aus der Spieleindustrie wird hier vornehmlich für den Ausbildungs- und Simulationszweck eingesetzt. Die Bandbreite des Internets und die technischen Möglichkeiten, mit denen Spiele und Simulationen auf PCs und Konsolen visualisiert werden können, haben sich weiterentwickelt. Mit der fortschreitenden Technologie stellt sich erneut die Frage nach Einsatzmöglichkeiten und Funktionsweisen von digitalen Spielen in allen Bereichen. Vor diesem Hintergrund ist die Entwicklung einer möglichst genauen Struktur und Begriffsordnung notwendig geworden.



The Gameful World


The Gameful World
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Author : Steffen P. Walz
language : en
Publisher: MIT Press
Release Date : 2015-01-16

The Gameful World written by Steffen P. Walz and has been published by MIT Press this book supported file pdf, txt, epub, kindle and other format this book has been release on 2015-01-16 with Computers categories.


What if every part of our everyday life was turned into a game? The implications of “gamification.” What if our whole life were turned into a game? What sounds like the premise of a science fiction novel is today becoming reality as “gamification.” As more and more organizations, practices, products, and services are infused with elements from games and play to make them more engaging, we are witnessing a veritable ludification of culture. Yet while some celebrate gamification as a possible answer to mankind's toughest challenges and others condemn it as a marketing ruse, the question remains: what are the ramifications of this “gameful world”? Can game design energize society and individuals, or will algorithmic incentive systems become our new robot overlords? In this book, more than fifty luminaries from academia and industry examine the key challenges of gamification and the ludification of culture—including Ian Bogost, John M. Carroll, Bernie DeKoven, Bill Gaver, Jane McGonigal, Frank Lantz, Jesse Schell, Kevin Slavin, McKenzie Wark, and Eric Zimmerman. They outline major disciplinary approaches, including rhetorics, economics, psychology, and aesthetics; tackle issues like exploitation or privacy; and survey main application domains such as health, education, design, sustainability, or social media.



The Study Of Games


The Study Of Games
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Author : Elliott Morton Avedon
language : en
Publisher: Ishi Press
Release Date : 2015-01-27

The Study Of Games written by Elliott Morton Avedon and has been published by Ishi Press this book supported file pdf, txt, epub, kindle and other format this book has been release on 2015-01-27 with Games categories.


The authors, Elliott Morton Avedon and Brian Sutton-Smith are recognized authorities on the study of games. Elliott Morton Avedon was born on 28 April 1930 in Florida. He is the author of "Therapeutic Recreation Service: An Applied Behavioural Approach." Brian Sutton-Smith was born in Wellington, New Zealand in 1924. His academic career is focused on children's games, adult games, children's play, children's drama, films and narratives, as well as children's gender issues and sibling position. Brian Sutton-Smith is the author of some 50 books, the most recent of which is The Ambiguity of Play, and some 350 scholarly articles. He has been the President of The Anthropological Association for the Study of Play and of The American Psychological Association, Division g10 (Psychology and the Arts). As a founder of the Children's Folklore Society he has received a Lifetime Achievement Award from the American Folklore Society.



Serious Games


Serious Games
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Author : David R. Michael
language : en
Publisher: Course Technology
Release Date : 2006

Serious Games written by David R. Michael and has been published by Course Technology this book supported file pdf, txt, epub, kindle and other format this book has been release on 2006 with Computers categories.


Learn how to take the skills and knowledge you use to make games for entertainment to make serious games: games for education, training, healing, and more. "Serious Games: Games That Educate, Train, and Inform" teaches game developers how to tap into the rapidly expanding market of serious games. Explore the numerous possibilities that serious games represent such as the ability to teach military training in a non-lethal environment and the ability to convey a particular political viewpoint through a game's storyline. You'll get a detailed overview of all of the major markets for serious games, including the military, educators, government agencies, corporations, hospitals, non-profit organizations, religious groups, and activist groups. Discover the goals of each market, the types of games on which they focus, and market-specific issues you need to consider. Case studies of how professionals in these various markets utilize games provide ideas and inspiration as well as credibility for serious games. "Serious Games" shows you how to apply your game development skills to a new and growing area and also teaches you techniques to make even entertainment-based games richer and more meaningful.



Boundless Cyber World


Boundless Cyber World
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Author : Nadia Kutscher
language : de
Publisher: Springer-Verlag
Release Date : 2007-07-12

Boundless Cyber World written by Nadia Kutscher and has been published by Springer-Verlag this book supported file pdf, txt, epub, kindle and other format this book has been release on 2007-07-12 with Education categories.


Welche Bedeutung haben technische Ausstattung und soziale Zugangsorte für die Teilhabe im virtuellen Raum? Welchen Einfluss haben soziale Rahmenbedingungen auf Nutzungsdifferenzen und welche Ausprägungen finden sich in dieser Hinsicht bei Jugendlichen? In der Beantwortung dieser neuen Fragestellungen führt der Band international herausragende ExpertInnen aus verschiedenen Disziplinen zusammen. Zentrale Fragen der Bildungsteilhabe in der Informations- und Wissensgesellschaft gerade für die nachwachsende Generation, die häufig als DIE Mediengeneration schlechthin gilt, werden im Zusammenhang mit der Problematik der digitalen Spaltung thematisiert und systematisiert. Die erstmalige Zusammenführung dieser unterschiedlichen Blickwinkel führt zu neuen Erkenntnissen über die Bildungsherausforderungen des Internet.



Leading Groups Online


Leading Groups Online
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Author : Jeanne Rewa
language : en
Publisher:
Release Date : 2024-04-29

Leading Groups Online written by Jeanne Rewa and has been published by this book supported file pdf, txt, epub, kindle and other format this book has been release on 2024-04-29 with Business & Economics categories.


Across the globe, people are being asked to lead groups online: teachers, trainers, professors, event managers, organizers, activists.Jeanne Rewa and Daniel Hunter bring their combined two decades of online facilitation to bring you the basics of how to lead sessions online. They give you their top 10 principles for leading online groups, introduce you to interactive tools you can lead online, and answer commonly asked questions. This revised edition includes more training tools, interactive games/warm-ups, and advanced questions.With this guide, you will be ready to successfully transition your face-to-face events for warmer online spaces.The journey to leading groups online can be a challenge -- but it is made much easier with these tips.



For The Win


For The Win
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Author : Kevin Werbach
language : en
Publisher: Wharton School Press
Release Date : 2012

For The Win written by Kevin Werbach and has been published by Wharton School Press this book supported file pdf, txt, epub, kindle and other format this book has been release on 2012 with Business & Economics categories.


Millions play Farmville, Scrabble, and countless other games, generating billions in sales each year. The careful and skillful construction of these games is built on decades of research into human motivation and psychology: A well-designed game goes right to the motivational heart of the human psyche. In For the Win, Kevin Werbach and Dan Hunter argue persuasively that game-makers need not be the only ones benefiting from game design. Werbach and Hunter, lawyers and World of Warcraft players, created the world's first course on gamification at the Wharton School. In their book, they reveal how game thinking--addressing problems like a game designer--can motivate employees and customers and create engaging experiences that can transform your business. For the Win reveals how a wide range of companies are successfully using game thinking. It also offers an explanation of when gamifying makes the most sense and a 6-step framework for using games for marketing, productivity enhancement, innovation, employee motivation, customer engagement, and more.



Work Based Mobile Learning


Work Based Mobile Learning
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Author : Norbert Pachler
language : en
Publisher: Peter Lang
Release Date : 2011

Work Based Mobile Learning written by Norbert Pachler and has been published by Peter Lang this book supported file pdf, txt, epub, kindle and other format this book has been release on 2011 with Employees categories.


The increasing use of mobile devices in work contexts has the potential to alter our work and learning practices. This is particularly true for knowledge workers. In addressing the implications of this transformation the book offers a multi-faceted collection of different concepts and cases of mobile learning in work environments from international contexts. The contributions are centred on the question of how individual users and organisations can harness mobile devices for learning and education. The range of examples presented in this book demonstrates that mobile devices foster situated approaches to learning in and across work contexts. The book is targeted at both practitioners - trainers or managers in charge of in-company training - and researchers, who are interested in designing, implementing or evaluating work-based mobile learning.