01114nam0-22003251i-450-990003192130403321000319213FED01000319213(Aleph)000319213FED0100031921320000920d--------km-y0itay50------baitaIT<<A >>Simple Real Stock Flow Model Illustrated with the Danish EconomyWynne Godley, Gennaro ZezzaUniversity of Cambridge, Department of Applied Economics.CambridgeDepartment of Applied EconomicsUniversity of Cambridge\s.a\\.45 p.19 cmDAE Working PaperDepartment of Applied Economics, University of Cambridge Serie azzurra8901B/1.2B/3.2F/1.401Godley,Wynne<1926-2010>Zezza,GennaroITUNINARICAUNIMARCBK990003192130403321Papers 7/89017586 aSESSESSimple Real Stock Flow Model Illustrated with the Danish Economy453515UNINAING0101350nam 2200457 450 991015540770332120220519084559.03-406-69264-8(CKB)3710000000974626(MiAaPQ)EBC4772704(MiAaPQ)EBC6988664(Au-PeEL)EBL6988664(EXLCZ)99371000000097462620170105h20102010 uy 0gerurcnu||||||||rdacontentrdamediardacarrierGeschichte der deutschen migration Vom Mittelalter bis heute /Dirk Hoerder1. Auflage.München, [Germany] :Verlag C.H Beck,2010.©20101 online resource (128 pages)C.H.Beck Wissen3-406-58794-1 Includes bibliographical references and index.Beck'sche Reihe.Wissen.Migration, InternalGermanyEmigration and immigrationGermanyMigration, InternalEmigration and immigration304.80943Hoerder Dirk134075MiAaPQMiAaPQMiAaPQBOOK9910155407703321Geschichte der deutschen Migration760750UNINA04517oam 22005894a 450 991079623640332120230209012044.01-4214-2397-9(CKB)3790000000534603(OCoLC)1017004771(MdBmJHUP)muse60488(MiAaPQ)EBC4862723(EXLCZ)99379000000053460320170719d2017 uy 0engur|||||||nn|ntxtrdacontentcrdamediacrrdacarrierGame On!Gamification, Gameful Design, and the Rise of the Gamer Educator /Kevin BellBaltimore :Johns Hopkins University Press,2017.Baltimore, Md. :Project MUSE,2018©2017.1 online resourceTech.edu : a Hopkins series on education and technology1-4214-2396-0 Includes bibliographical references and index.A societal imperative : the Impetus for online -- How did we get here? : the maturation of online education-- University of South Florida : the fairy tale MOOC -- University of New Hampshire : the hero's journey -- The University of Waterloo : ethical decision making-- Massachusetts College of Liberal Arts : dungeons and discourse -- The Pennsylvania State University -- Assessing gamification : conclusions and implications -- Catching... -- Captain's epilogue."Following on the enormous growth and reach of computer gaming, most recently on mobile devices, and because of faculty members' desire to connect with millennials, online games have made their way into college classrooms. As part of our Tech.EDU series, this book focuses on how games are being used in college and what that might say for higher education today. Kevin Bell has assembled a book made up of a series of case studies, wherein faculty pilot games and game-derived techniques in college and university classes. He uses these examples to ground a practical discussion of gaming and gamification best practices, prefaced by a wide-ranging introduction to the topic in the broader context of computer-mediated teaching and learning"--Provided by publisher."The changing student body in American higher education demands a new approach to teaching, one that moves toward inclusive, hyperpersonalized learning environments that have much in common with games and social media. Kevin Bell's Game Educators presents dynamic case studies of gamer educators and game-derived techniques to help instructors creatively formulate their own teaching strategies. Breaking gamefully designed classes into their component parts, Bell analyzes what these classes are actually doing and explains why they work. He offers faculty a rubric to assess their own courses for their propensity to engage students, particularly those from low socioeconomic and high-risk populations. Bell explores how game design, pedagogy, and intrinsic motivators can level the playing field to produce rigorous learning environments that are as addictive to all participants as the latest apps and social media systems. He also discusses best practices, lays out the broader context of computer-mediated teaching and learning, and considers the challenges and opportunities that gamification presents. Instructors would do well to consider the key tenets of successful games if they are to engage and graduate the coming generations of learners. Bell's careful analysis of the theories behind gamification, cognitive science, and instructional design will help them to do just that"--Provided by publisher.Tech.edu.Educational gamesVideo gamesGamificationInternet in higher educationEducation, HigherComputer-assisted instructionEducation, HigherEffect of technological innovations onEducational games.Video games.Gamification.Internet in higher education.Education, HigherComputer-assisted instruction.Education, HigherEffect of technological innovations on.378.1/7344678EDU015000GAM013000EDU039000bisacshBell Kevin1968-1546177MdBmJHUPMdBmJHUPBOOK9910796236403321Game On3801567UNINA