LEADER 01422nam 2200445I 450 001 9910706114603321 005 20260430112621.0 035 $a(CKB)5470000002455285 035 $a(OCoLC)1083762850 035 $a(DGPO)001028881 035 $a(EXLCZ)995470000002455285 100 $a20190201j201306 ua 0 101 0 $aeng 135 $aur||||||||||| 181 $ctxt$2rdacontent 182 $cc$2rdamedia 183 $acr$2rdacarrier 200 10$a2012 year-end report on neurotechnologies for in-vehicle applications /$fBrent J. Lance [and fourteen others] 210 1$aAberdeen Proving Ground, MD :$cArmy Research Laboratory,$dJune 2013. 215 $a1 online resource (viii, 50 pages) $cillustrations 300 $a"ARL-CR-267." 300 $a"June 2013." 300 $aIncludes table. 320 $aIncludes bibliographical references. 606 $aAlgorithms 606 $aFatigue 606 $aElectroencephalography 606 $aNeurotechnology (Bioengineering) 615 0$aAlgorithms. 615 0$aFatigue. 615 0$aElectroencephalography. 615 0$aNeurotechnology (Bioengineering) 700 $aLance$b Brent J.$01416041 712 02$aU.S. Army Research Laboratory, 801 0$bGPO 801 1$bGPO 906 $aBOOK 912 $a9910706114603321 996 $a2012 year-end report on neurotechnologies for in-vehicle applications$93519931 997 $aUNINA LEADER 03185nam 2200745z- 450 001 9910557370803321 005 20220111 035 $a(CKB)5400000000042183 035 $a(oapen)https://directory.doabooks.org/handle/20.500.12854/76961 035 $a(oapen)doab76961 035 $a(oapen)76961 035 $a(EXLCZ)995400000000042183 100 $a20202201d2021 |y 0 101 0 $aeng 135 $aurmn|---annan 181 $ctxt$2rdacontent 182 $cc$2rdamedia 183 $acr$2rdacarrier 200 10$aCurrent Trends in Game-Based Learning 210 $aBasel, Switzerland$cMDPI - Multidisciplinary Digital Publishing Institute$d2021 215 $a1 online resource (114 p.) 311 08$a3-0365-2316-2 311 08$a3-0365-2315-4 330 $aA myriad of technological options can be used to support digital game-based learning. One popular technology in this context is the mobile device, considering its high penetration rate in our societies, even among young people. These can be combined with other technologies, such as Augmented Reality (AR) or Virtual Reality (VR), to increase students' motivation and engagement in learning processes.Due to this, there is an emergent need to know and promote good practices in the development and implementation of game-based learning approaches in educational settings. This was the motto for the proposal of the Education Sciences (ISSN: 2227-7102) Special Issue "Current Trends in Game-Based Learning". This book is a reprint of this Special Issue, collecting a set of five papers that illustrate the contribution of innovative approaches to education, specifically the ones exploring the motivational factors associated with playing games and the technology that may support them. 606 $aHumanities$2bicssc 606 $aHistory$2bicssc 610 $a3D simulation 610 $aaugmented reality 610 $abibliometric analysis 610 $aBSCS 5E 610 $acomputer science education 610 $acontent analysis 610 $acontinuous teacher training 610 $adesign-based research 610 $aeducational apps 610 $aEducational Data Mining 610 $aeducational value 610 $aeducative augmented reality 610 $agame-based learning 610 $aimmersion 610 $aInquiry-Based Science Education 610 $akindergarten 610 $alearning approach 610 $amixed methods 610 $amobile application 610 $amobile learning 610 $an/a 610 $apresence 610 $aScience Education 610 $ascientific competences 610 $ateacher professional development 610 $atraining impact 610 $aUniversal Design for Learning 610 $avirtual reality 610 $aVR 615 7$aHumanities 615 7$aHistory 700 $aMarques$b Margarida Morais$4edt$01295448 702 $aPombo$b Lúcia$4edt 702 $aMarques$b Margarida Morais$4oth 702 $aPombo$b Lúcia$4oth 906 $aBOOK 912 $a9910557370803321 996 $aCurrent Trends in Game-Based Learning$93023457 997 $aUNINA