[PDF] Serious Games Und Digital Game Based Learning Spielebasierte E Learning Trends Der Zukunft - eBooks Review

Serious Games Und Digital Game Based Learning Spielebasierte E Learning Trends Der Zukunft


Serious Games Und Digital Game Based Learning Spielebasierte E Learning Trends Der Zukunft
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Download Serious Games Und Digital Game Based Learning Spielebasierte E Learning Trends Der Zukunft PDF/ePub or read online books in Mobi eBooks. Click Download or Read Online button to get Serious Games Und Digital Game Based Learning Spielebasierte E Learning Trends Der Zukunft book now. This website allows unlimited access to, at the time of writing, more than 1.5 million titles, including hundreds of thousands of titles in various foreign languages. If the content not found or just blank you must refresh this page





Serious Games Und Digital Game Based Learning Spielebasierte E Learning Trends Der Zukunft


Serious Games Und Digital Game Based Learning Spielebasierte E Learning Trends Der Zukunft
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Author : Gerhard Doujak
language : de
Publisher:
Release Date : 2015-09-16

Serious Games Und Digital Game Based Learning Spielebasierte E Learning Trends Der Zukunft written by Gerhard Doujak and has been published by this book supported file pdf, txt, epub, kindle and other format this book has been release on 2015-09-16 with categories.


Wissenschaftlicher Aufsatz aus dem Jahr 2015 im Fachbereich Padagogik - Schulpadagogik, Sprache: Deutsch, Abstract: Serious Games und Digital Game-Based Learning gehoren zu den wichtigen E-Learning-Trends der Zukunft. Serious Games und Digital Game-Based Learning meint digitale computerbasierte Anwendungen, die Spielen und Lernen miteinander verbinden und damit ernsthafte Lerninhalte und Themen auf unterhaltsame Art und Weise vermitteln und transportieren sollen und wollen. Den Transfer typischer computerbasierter Spielelemente und -mechanismen auf spielfremde Kontexte und Bereiche, bezeichnet man hierbei als Gamification. Insbesondere vor dem Hintergrund des voranschreitenden demografischen Wandels und des damit verbundenen Fachkraftemangels gewinnen Serious Games und das Game-Based Learning, als innovatives zeit- und zielgruppenspezifisches Tool, insbesondere fur die Rekrutierung und betriebliche Aus- und Weiterbildung des Fach- und Fuhrungskraftenachwuchses, bei Unternehmens- und Personalmanagement, zunehmend an Akzeptanz und Bedeutung. Doch was genau verbirgt sich hinter den Begriffen Serious Games" und Gamification"? Welchen Nutzen und Einsatzpotentiale bieten Serious Games und Lernspiele, insbesondere mit Blick auf das Leadership und Human Resources Management?"



Cognitive Infocommunications Theory And Applications


Cognitive Infocommunications Theory And Applications
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Author : Ryszard Klempous
language : en
Publisher: Springer
Release Date : 2018-08-25

Cognitive Infocommunications Theory And Applications written by Ryszard Klempous and has been published by Springer this book supported file pdf, txt, epub, kindle and other format this book has been release on 2018-08-25 with Technology & Engineering categories.


The book gathers the chapters of Cognitive InfoCommunication research relevant to a variety of application areas, including data visualization, emotion expression, brain-computer interfaces or speech technologies. It provides an overview of the kind of cognitive capabilities that are being analyzed and developed. Based on this common ground, it may become possible to see new opportunities for synergy among disciplines that were heretofore viewed as being separate. Cognitive InfoCommunication begins by modeling human cognitive states and aptitudes in order to better understand what the user of a system is capable of comprehending and doing. The patterns of exploration and the specific tools that are described can certainly be of interest and of great relevance for all researchers who focus on modeling human states and aptitudes. This innovative research area provides answers to the latest challenges in influence of cognitive states and aptitudes in order to facilitate learning or generally improve performance in certain cognitive tasks such as decision making. Some capabilities are purely human, while others are purely artificial, but in general this distinction is rarely clear-cut. Therefore, when discussing new human cognitive capabilities, the technological background which makes them possible cannot be neglected, and indeed often plays a central role. This book highlights the synergy between various fields that are perfectly fit under the umbrella of CogInfoCom and contribute to understanding and developing new, human-artificial intelligence hybrid capabilities. These, merged capabilities are currently appearing, and the importance of the role they play in everyday life are unique to the cognitive entity generation that is currently growing up.



Computer Aided Systems Theory Eurocast 2017


Computer Aided Systems Theory Eurocast 2017
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Author : Roberto Moreno-Díaz
language : en
Publisher: Springer
Release Date : 2018-01-25

Computer Aided Systems Theory Eurocast 2017 written by Roberto Moreno-Díaz and has been published by Springer this book supported file pdf, txt, epub, kindle and other format this book has been release on 2018-01-25 with Computers categories.


The two-volume set LNCS 10671 and 10672 constitutes the thoroughly refereed proceedings of the 16th International Conference on Computer Aided Systems Theory, EUROCAST 2017, held in Las Palmas de Gran Canaria, Spain, in February 2017. The 117 full papers presented were carefully reviewed and selected from 160 submissions. The papers are organized in topical sections on: pioneers and landmarks in the development of information and communication technologies; systems theory, socio-economic systems and applications; theory and applications of metaheuristic algorithms; stochastic models and applications to natural, social and technical systems; model-based system design, verification and simulation; applications of signal processing technology; algebraic and combinatorial methods in signal and pattern analysis; computer vision, deep learning and applications; computer and systems based methods and electronics technologies in medicine; intelligent transportation systems and smart mobility.



E Learning And Games For Training Education Health And Sports


E Learning And Games For Training Education Health And Sports
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Author : Stefan Göbel
language : en
Publisher: Springer
Release Date : 2012-09-04

E Learning And Games For Training Education Health And Sports written by Stefan Göbel and has been published by Springer this book supported file pdf, txt, epub, kindle and other format this book has been release on 2012-09-04 with Computers categories.


This book constitutes the refereed proceedings of the 7th International Conference on E-Learning and Games, Edutainment 2012, held in conjunction with the 3rd International Conference on Serious Games for Training, Education, Health and Sports, GameDays 2012, held in Darmstadt, Germany, in September 2012. The 21 full papers presented were carefully reviewed and selected for inclusion in this book. They are organized in topical sections named: game-based training; game-based teaching and learning; emerging learning and gaming technologies; authoring tools and mechanisms; and serious games for health.



Serious Games For Global Education


Serious Games For Global Education
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Author : Claudia Müller
language : en
Publisher: Fremdsprachendidaktik inhalts- und lernerorientiert / Foreign Language Pedagogy - content- and learner-oriented
Release Date : 2017

Serious Games For Global Education written by Claudia Müller and has been published by Fremdsprachendidaktik inhalts- und lernerorientiert / Foreign Language Pedagogy - content- and learner-oriented this book supported file pdf, txt, epub, kindle and other format this book has been release on 2017 with Education, Bilingual categories.


The author of this book conducted different studies to investigate the potential of serious games for global education when used in EFL classrooms. The results show a clear contribution of serious games to global education when used with EFL learners, leading to a reference model of digital game-based learning in the EFL classroom.



Ecgbl2015 9th European Conference On Games Based Learning


Ecgbl2015 9th European Conference On Games Based Learning
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Author : Robin Munkvold and Line Kolås
language : en
Publisher: Academic Conferences and publishing limited
Release Date : 2015-09-18

Ecgbl2015 9th European Conference On Games Based Learning written by Robin Munkvold and Line Kolås and has been published by Academic Conferences and publishing limited this book supported file pdf, txt, epub, kindle and other format this book has been release on 2015-09-18 with Computers categories.




Enhancing Education And Training Initiatives Through Serious Games


Enhancing Education And Training Initiatives Through Serious Games
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Author : Denholm, John
language : en
Publisher: IGI Global
Release Date : 2017-09-13

Enhancing Education And Training Initiatives Through Serious Games written by Denholm, John and has been published by IGI Global this book supported file pdf, txt, epub, kindle and other format this book has been release on 2017-09-13 with Education categories.


Games have become popular tools to enhance learning in both educational and business environments. Analyzing the link between games and their results on students can help provide advances for learning initiatives in the future. Enhancing Education and Training Initiatives Through Serious Games is an essential reference source that examines the impact that games and simulations have within different learning environments. Featuring in-depth discussions on relevant topics including self-reporting surveys, project management techniques, academic training, and game design, this publication is an ideal resource for academicians, students, business owners, and professionals that are interested in discovering the advances of serious gaming techniques.



Serious Games Ber Den Nutzen Und Die Gefahren Digitaler Spiele


Serious Games Ber Den Nutzen Und Die Gefahren Digitaler Spiele
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Author : Daniel Rahn
language : de
Publisher: GRIN Verlag
Release Date : 2011

Serious Games Ber Den Nutzen Und Die Gefahren Digitaler Spiele written by Daniel Rahn and has been published by GRIN Verlag this book supported file pdf, txt, epub, kindle and other format this book has been release on 2011 with Education categories.


Fachbuch aus dem Jahr 2011 im Fachbereich Pädagogik - Medienpädagogik, Note: 1,0, Johann Wolfgang Goethe-Universität Frankfurt am Main, Sprache: Deutsch, Anmerkungen: Enthält 11 Seiten Präsentationsfolien, Abstract: In den meisten öffentlichen Diskussionen und den medialen Berichterstattungen werden digi-tale Spiele oft misstrauisch betrachtet und analysiert, oft wird ihnen auch mit Ablehnung ge-genübergetreten . In manchen Fällen werden die jeweiligen Nutzer - gerade die der sogenann-ten Killerspiele, Ego-Shooter oder Besucher sogenannter LAN-Partys - diffamiert und/oder beleidigt, wie kürzlich in der Sendung "Explosiv" vom 19.08.2011 des privaten Senders RTL. Außerdem wird davon ausgegangen, dass Computerspiele negativen Einfluss auf die Nutzer haben und diese u.U. sozial isolieren, sie süchtig oder aggressiv machen . Für fast alle Kinder, Jugendliche ("digital natives") und immer mehr Erwachsene ("digital immigrants" ) sind digitale Spiele jedoch inzwischen fester Bestandteil der Lebenswelt. Sie fesseln die Spieler durch ein Potpourie aus Faszinationskraft, Virtualität, Realität, Interaktion, Präsenz, Involvierung und Narrativität und sind mittlerweile ein beachtlicher Wirtschaftsfak-tor mit zweistelligen Zuwachsraten. In Deutschland werden jährlich zwei Milliarden Euro und weltweit zwischen 25 bis 30 Milliarden Euro für digitale Spiele ausgegeben . Vor diesem finanziellen Hintergrund, der wachsenden Begeisterung für respektive dem wach-senden Kontakt mit Computerspielen sowie aufgrund des einsetzenden Wandels der Sichtwei-sen auf und über digitale Spiele, erscheint es nicht verwunderlich, ja sogar legitim, dass die Branche und die Entwickler dieses Phänomen instrumentalisieren, was dann u.a. "in der Frage nach der Möglichkeit mündet, Computerspiele(n) für pädagogische Zwecke zu nutzen" - durch Angebote der Gattungen Serious Games, Edutainment oder Game-based Learning. Da-bei ist von Beginn an wichtig festzuhalten, dass bei Serious Games (aber auch Edutai



Guidelines For Game Based Learning


Guidelines For Game Based Learning
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Author : Maja Pivec
language : en
Publisher: Pabst Science Publishers
Release Date : 2004

Guidelines For Game Based Learning written by Maja Pivec and has been published by Pabst Science Publishers this book supported file pdf, txt, epub, kindle and other format this book has been release on 2004 with Computer-assisted instruction categories.


Games have high presence in non-formal and informal segments of learning. Unfortunately, in formal education games are still often seen just as an unserious activity and the potentials of games for learning stay undiscovered. Games have high presence in non-formal and informal segments of learning. Unfortunately, in formal education games are still often seen just as an unserious activity and the potentials of games for learning stay undiscovered. How to design effective learning opportunities? Why is learning by experience often more efficient than learning by studying? How to provide the learning experiences needed to respond to current challenges? Using computer games and games in general for learning purposes offers a variety of knowledge presentations and creates opportunities to apply the knowledge within a virtual world, thus supporting and facilitating the learning process.



Serious Games Development And Applications


Serious Games Development And Applications
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Author : Minhua Ma
language : en
Publisher: Springer
Release Date : 2012-09-18

Serious Games Development And Applications written by Minhua Ma and has been published by Springer this book supported file pdf, txt, epub, kindle and other format this book has been release on 2012-09-18 with Computers categories.


This book constitutes the refereed proceedings of the 3rd International Conference on Serious Games Development and Applications, SGDA 2012, held in Bremen, Germany in September 2012. The 22 revised full papers presented were carefully reviewed and selected from numerous submissions. The papers cover various topics on serious games including engineering, education, health care, military applications, game design, game study, game theories, virtual reality, 3D visualisation and medical applications of games technology.