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LDR05718cmm uu200709Ma 4500
001000000300906
003OCoLC
00520230519141935
006m eo d
007cr bn|---m|||a
008120823s2013 pau fob 000 0 eng d
019 ▼a 829079206
020 ▼a 9781466618657 (electronic bk.)
020 ▼a 1466618655 (electronic bk.)
020 ▼a 9781466618640 (electronic bk.)
020 ▼a 1466618647 (electronic bk.)
020 ▼z 9781466618664 (print & perpetual access)
0247 ▼a 10.4018/978-1-4666-1864-0 ▼2 doi
0291 ▼a AU@ ▼b 000050767655
0291 ▼a CHVBK ▼b 220255571
0291 ▼a NZ1 ▼b 14927966
035 ▼a (OCoLC)808122494
037 ▼a CL0500000196 ▼b Safari Books Online
040 ▼a IGIGL ▼b eng ▼c IGIGL ▼d OCLCO ▼d N$T ▼d YDXCP ▼d OCLCQ ▼d UIU ▼d OCLCQ ▼d CDX ▼d UMI ▼d 248032
049 ▼a K4RA
050 4 ▼a LB1029.G3 ▼b D49 2013e
072 7 ▼a EDU ▼x 039000 ▼2 bisacsh
08204 ▼a 371.33/7 ▼2 23
24500 ▼a Developments in current game-based learning design and deployment ▼h [electronic resource] / ▼c Patrick Felicia, editor.
260 ▼a Hershey, Pa. : ▼b Information Science Reference, ▼c c2013.
300 ▼a 1 online resource (364 p.)
504 ▼a Includes bibliographical references.
5050 ▼a Video game genre affordances for physics education / Kostas Anagnostou, Anastasia Pappa -- Encouraging engagement in game-based learning / Nicola Whitton -- Leveraging mobile games for place-based language learning / Christopher L. Holden, Julie M. Sykes -- DataPlay: experiments in the ludic age / Colleen Macklin -- Affordances and constraints of scaffolded learning in a virtual world for young children / Rebecca W. Black, Stephanie M. Reich -- Social interactions in online gaming / Mark Griffiths ... [et al.] -- The mobile learning network: getting serious about games technologies for learning / Rebecca Petley, Guy Parker, Jill Attewell -- A psycho-pedagogical framework for multi-adaptive educational games / Michael D. Kickmeier-Rust ... [et al.] -- Content design patterns for game-based learning / Dennis Maciuszek, Sebastian Ladhoff, Alke Martens -- Designing serious games for people with disabilities: game, set and match to the WiiTM / Lindsay Evett ... [et al.] -- Motivational aspects of gaming for students with intellectual disabilities / Maria Saridaki, Constantinos Mourlas -- Honing emotional intelligence with game-based crucible experiences / Elaine M. Raybourn -- Possibility spaces: using the Sims 2 as a sandbox to explore possible selves with at-risk teenage males / Elizabeth King -- Forming the guild: star power and rethinking projective identity in affinity spaces / Elizabeth Ellcessor, Sean C. Duncan -- Fear of (serious) digital games and game-based learning?: causes, consequences and a possible countermeasure / Wolfgang Bo?sche, Florian Kattner -- Background music in educational games: motivational appeal and cognitive impact / Stephanie B. Linek, Birgit Marte, Dietrich Albert -- Formulating a serious-games design project for adult offenders with the probation service / Matthew Ian Bates ... [et al.] -- The use of motion tracking technologies in serious games to enhance rehabilitation in stroke patients / Andrew M. Burton ... [et al.] -- Digital games: changing education, one raid at a time. / Paul Pivec, Maja Pivec -- The magic bullet: a tool for assessing and evaluating learning potential in games / Katrin Becker -- Collaborative strategic board games as a site for distributed computational thinking / Matthew Berland, Victor R. Lee -- Assessment through achievement systems: a framework for educational game design / Monica Evans, Erin Jennings, Michael Andreen -- Understanding computational thinking before programming: developing guidelines for the design of games to learn introductory programming through game-play / Cagin Kazimoglu ... [et al.] -- Historical perspectives on games and education from the learning sciences / Brett E. Shelton, Tom Satwicz, Tom Caswell.
5203 ▼a "This book highlights the latest research from professionals and researchers working in the fields of educational games development, e-learning, multimedia, educational psychology, and information technology, promoting an in-depth understanding of the multiple factors and challenges inherent to the design and integration of game-based learning environments"--Provided by publisher.
588 ▼a Description based on title screen (IGI Global, viewed August 23, 2012).
650 0 ▼a Educational games.
650 0 ▼a Simulation games in education.
650 0 ▼a Cognitive learning.
650 0 ▼a Learning, Psychology of.
650 7 ▼a EDUCATION / Computers & Technology. ▼2 bisacsh
653 ▼a Game-based learning
653 ▼a Serious games
653 ▼a Educational game design
653 ▼a Mobile learning
653 ▼a Virtual learning environments
653 ▼a Science, technology, engineering, and mathematics (STEM) education
653 ▼a Assessing and evaluating learning outcomes
653 ▼a Learning styles, behaviors and personalities
653 ▼a Adaptive games design
653 ▼a Learning management systems
655 4 ▼a Electronic books.
655 0 ▼a Electronic books.
7001 ▼a Felicia, Patrick.
7102 ▼a IGI Global.
77608 ▼i Print version: ▼z 1466618647 ▼z 9781466618640 ▼w (DLC) 2012005392
85640 ▼3 EBSCOhost ▼u http://search.ebscohost.com/login.aspx?direct=true&scope=site&db=nlebk&db=nlabk&AN=480406
938 ▼a IGI Global ▼b IGIG ▼n 00063872
938 ▼a YBP Library Services ▼b YANK ▼n 9600622
938 ▼a EBSCOhost ▼b EBSC ▼n 480406
938 ▼a Coutts Information Services ▼b COUT ▼n 24020830 ▼c 175.00 USD
990 ▼a 관리자
994 ▼a 92 ▼b K4R