LEADER 01398nam--2200385---450- 001 990001865590203316 005 20091026092709.0 010 $a90-411-1961-2 035 $a000186559 035 $aUSA01000186559 035 $a(ALEPH)000186559USA01 035 $a000186559 100 $a20040721g20039999km-y0itaa50------ba 101 $aeng 102 $aNL 105 $a||||||||001yy 200 1 $aPrinciples of European contract law$epart 3.$fprepared by the Commission on European contract law, chairman: Ole Lando$gedited by Ole Lando ...[et al.] 210 $aThe Hague [etc.]$cKluwer law international$dcopyr.2003 215 $aXXXV, 291 p.$d25 cm 606 0 $aContratti$xDiritto comunitario 676 $a346.4022 702 1$aLANDO,$bOle 712 02$aCommissione per il diritto europeo dei contratti 801 0$aIT$bsalbc$gISBD 912 $a990001865590203316 951 $aXXIII.4.K. 416 (IG VIII 12 ING 1133)$b42897 G.$cXXIII.4.K. 416 (IG VIII)$d00137270 951 $aXXIII.4.K. 416 a (IG VIII 12 ING 1133)$b53594 G.$cXXIII.4.K. 416 a (IG VIII 12 ING)$d00127525 959 $aBK 969 $aGIU 979 $aACQUISTI$b10$c20040721$lUSA01$h1059 979 $aANNASEN$b90$c20050310$lUSA01$h1945 979 $aPATRY$b90$c20070508$lUSA01$h1824 979 $aRSIAV4$b90$c20091026$lUSA01$h0927 996 $aPrinciples of European contract law$9878558 997 $aUNISA LEADER 02423nam 2200613 a 450 001 9910455796303321 005 20200520144314.0 010 $a1-280-47724-5 010 $a9786610477241 010 $a1-84150-837-3 035 $a(CKB)111056486992622 035 $a(EBL)283028 035 $a(OCoLC)476029187 035 $a(SSID)ssj0000239521 035 $a(PQKBManifestationID)11187789 035 $a(PQKBTitleCode)TC0000239521 035 $a(PQKBWorkID)10239299 035 $a(PQKB)11434616 035 $a(MiAaPQ)EBC283028 035 $a(Au-PeEL)EBL283028 035 $a(CaPaEBR)ebr10018384 035 $a(CaONFJC)MIL47724 035 $a(OCoLC)437175862 035 $a(EXLCZ)99111056486992622 100 $a20030212d2002 uy 0 101 0 $aeng 135 $aur|n|---||||| 181 $ctxt 182 $cc 183 $acr 200 10$aRoof watching$b[electronic resource] /$fEdmund W. Jupp 210 $aBristol, UK ;$aPortland, OR $cIntellect$dc2002 215 $a1 online resource (62 p.) 225 1 $aWatching series 300 $aDescription based upon print version of record. 311 $a1-84150-810-1 327 $aFront cover; Preliminaries; Contents; Preface; The Beginnings; The Flat Roof; The Pitched Roof; The Vaulted Roof; Supports; Cladding; Further Reading; Glossary; Back cover 330 $aThe aim of the Watching series is to draw attention to some of the very interesting items around us, things that perhaps we don't notice as much as we might. The first was Bridge Watching, and when this was put ''on the Net'' it produced, to the surprise of the author, such a pleasant flood of e-mail that another was written, called Water Watching. This, too, was kindly received. So it was tempting to continue with the theme. Roof Watching is an invitation to look at the top covering of buildings! Our eyes are set in our faces so that they look horizontally. Hence, in the ordinary way, people 410 0$aWatching series. 606 $aRoofs 606 $aRoofs$xDesign and construction 608 $aElectronic books. 615 0$aRoofs. 615 0$aRoofs$xDesign and construction. 676 $a690.15 676 $a721.5 700 $aJupp$b Edmund W$0858039 801 0$bMiAaPQ 801 1$bMiAaPQ 801 2$bMiAaPQ 906 $aBOOK 912 $a9910455796303321 996 $aRoof watching$91915753 997 $aUNINA LEADER 06028nam 22006135 450 001 9910298511003321 005 20260810115538.0 010 $a3-319-10208-7 024 7 $a10.1007/978-3-319-10208-5 035 $a(CKB)3710000000306001 035 $a(EBL)1965392 035 $a(OCoLC)908083323 035 $a(SSID)ssj0001385911 035 $a(PQKBManifestationID)11746779 035 $a(PQKBTitleCode)TC0001385911 035 $a(PQKBWorkID)11350110 035 $a(PQKB)10476073 035 $a(DE-He213)978-3-319-10208-5 035 $a(MiAaPQ)EBC1965392 035 $a(PPN)183088530 035 $a(EXLCZ)993710000000306001 100 $a20141122d2015 u| 0 101 0 $aeng 135 $aur|n|---||||| 181 $ctxt 182 $cc 183 $acr 200 10$aGamification in Education and Business /$fedited by Torsten Reiners, Lincoln C. Wood 205 $a1st ed. 2015. 210 1$aCham :$cSpringer International Publishing :$cImprint: Springer,$d2015. 215 $a1 online resource (749 p.) 300 $aDescription based upon print version of record. 311 08$a3-319-10207-9 320 $aIncludes bibliographical references at the end of each chapters and index. 327 $aIntroduction -- A RECIPE for Meaningful Gamification -- Studying Gamification: the Effect of Rewards and Incentives on Motivation -- A Conceptual Framework for Gamification Measurement -- Implementing Game Design in Gamification -- Applied Behavioral Economics: A Game Designer?s Perspective -- Towards Leveraging Behavioral Economics in Mobile Application Design -- A Parallel Universe: Psychological Principles in the Language of Game Design -- Context to Culture for Gamification HCI Requirements: Familiarity and Enculturement -- Psychological Theory and the Gamification of Learning -- A History and Frameworks of Digital Badges in Education -- Game-Based Assessment: The Mash-Up We?ve Been Waiting For -- A gamification-based framework for developing learning activities of computational thinking -- Educational Gamified Science Simulations -- From Market Place to Collusion Detection: Case Studies of Gamification in Education -- Physical skills and digital gaming ? the relationship between basketball and an augmented reality adaption -- Storytelling to Immersive Learners in an Authentic Virtual Learning Environment -- Shaping Behaviours through Space and Place in Gamified Virtual Learning Environments -- The Development and Assessment of a Team-based Management Game -- Gamification in Virtual Worlds for Learning: A Case Study of PIERSiM for Business Education -- Theoretical Considerations for Game-Based e-Learning Analytics -- Critical Perspective on Gamification in Education -- Implementing Gami?cation: Requirements and Gami?cation Platforms -- Workplace Psychology and Gamification: Theory and Application -- The Gamification as a Resourceful Tool to Im-prove Work Performance -- Gamification in the Enterprise: Differences from Consumer Market, Implications, and a Method to Manage Them -- Designing gamification to guide competitive and cooperative behavior in teamwork -- Gamification & Law -- How to Avoid the Dark Side of Gamification: Ten Business Scenarios and Their Unintended Consequences.-Gamification of Survey Research: Empirical Results from Gamifying a Conjoint Experiment -- Project knowledge management while simply playing! Gaming mechanics in project knowledge management systems -- How Gamification Can Help Companies to Become More Sustainable ? a Case Study on Ride Sharing -- Gamification: Supported Exploration and Practicing for Automotive User Interfaces and Vehicle Functions -- Application of Game Thinking and Game Elements in New Joiner Induction and On-boarding Process: A Business Case Study -- Gamification: The Measurement of Benefits. 330 $aThis book is dedicated to applied gamification in the areas of education and business, while also covering pitfalls to avoid and guidelines needed to successfully implement for a project. Using different theoretical backgrounds from various areas including behavioral economics, game theory, and complex adaptive systems, the contributors aim to help readers avoid common problems and difficulties that they could face with poor implementation. The book?s contributors are scholars and academics from the many areas where the key theory of gamification typically comes from. Ultimately, the book?s goal is to help bring together the theories from these different disciplines to the field of practice in education and business. The book is divided into four parts: Theory, Education, Business, and Use Cases. Part I provides a foundation on the theory of gamification and offers insight into some of the outstanding questions that have yet to be addressed. In Part II, the application and value that gamification can bring within the education sector is examined. The book then changes focus in Part III to spotlight the use of gamification within business environments. The topics also cover educational aspects like improved learning outcomes, motivation, and learning retention at the workplace. Finally Part IV concentrates on the applications and use of gamification through a series of case studies and key elements that are used in real situations to drive real results. 606 $aGame theory 606 $aEducational technology 606 $aGame Theory 606 $aDigital Education and Educational Technology 615 0$aGame theory. 615 0$aEducational technology. 615 14$aGame Theory. 615 24$aDigital Education and Educational Technology. 676 $a330 676 $a330.0151 676 $a371.33 676 $a519 702 $aReiners$b Torsten$4edt$4http://id.loc.gov/vocabulary/relators/edt 702 $aWood$b Lincoln C.$4edt$4http://id.loc.gov/vocabulary/relators/edt 906 $aBOOK 912 $a9910298511003321 996 $aGamification in Education and Business$92531225 997 $aUNINA