LEADER 01408nam 2200373 n 450 001 996386637103316 005 20220429135743.0 035 $a(CKB)1000000000621322 035 $a(EEBO)2240864630 035 $a(UnM)99842851e 035 $a(UnM)99842851 035 $a(EXLCZ)991000000000621322 100 $a19910529d1609 uy | 101 0 $aeng 135 $aurbn#|||a|bb| 200 04$aThe feminine monarchie or a treatise concerning bees, and the due ordering of them$b[electronic resource] $ewherein the truth, found out by experience and diligent observation, discovereth the idle and fondd conceipts, which many haue written anent this subiect. By Char: Butler Magd 210 $aAt Oxford $cPrinted by Ioseph Barnes$d1609 215 $a[240] p. $cill., woodcut music 300 $aSignatures: a⁴ b A-N O⁴. 300 $aReproduction of the original in the Henry E. Huntington Library and Art Gallery. 330 $aeebo-0113 606 $aBees$vEarly works to 1800 606 $aBee culture$vEarly works to 1800 615 0$aBees 615 0$aBee culture 700 $aButler$b Charles$f-1647.$01002478 801 0$bCu-RivES 801 1$bCu-RivES 801 2$bCStRLIN 801 2$bWaOLN 906 $aBOOK 912 $a996386637103316 996 $aThe feminine monarchie or a treatise concerning bees, and the due ordering of them$92375808 997 $aUNISA LEADER 03560nam 2200997z- 450 001 9910566460103321 005 20260323210953.0 035 $a(CKB)5680000000037780 035 $a(oapen)https://directory.doabooks.org/handle/20.500.12854/80965 035 $a(oapen)doab80965 035 $a(EXLCZ)995680000000037780 100 $a20202205d2022 |y 0 101 0 $aeng 135 $aurmn|---annan 181 $ctxt$2rdacontent 182 $cc$2rdamedia 183 $acr$2rdacarrier 200 00$aGame-Based Learning, Gamification in Education and Serious Games 210 $aBasel$cMDPI - Multidisciplinary Digital Publishing Institute$d2022 215 $a1 online resource (182 p.) 311 08$a3-0365-3810-0 311 08$a3-0365-3809-7 330 $aThe aim of this book is to present and discuss new advances in serious games to show how they could enhance the effectiveness and outreach of education, advertising, social awareness, health, policies, etc. We present their use in structured learning activities, not only with a focus on game-based learning, but also on the use of game elements and game design techniques to gamify the learning process. The published contributions really demonstrate the wide scope of application of game-based approaches in terms of purpose, target groups, technologies and domains and one aspect they have in common is that they provide evidence of how effective serious games, game-based learning and gamification can be. 606 $aEducation$2bicssc 606 $aHumanities$2bicssc 610 $a12-year Basic Education 610 $aapps 610 $aasynchronous learning 610 $aaugmented reality 610 $aawareness 610 $aBebras 610 $acomputational thinking 610 $aCOVID-19 610 $adental education 610 $adiabetes self-management 610 $adigital game-based learning 610 $adigital games usefulness 610 $adistance learning 610 $aedutainment 610 $aemotional intelligence 610 $aemotions 610 $aeye-tracking 610 $afeedback 610 $agame analytics 610 $agame-based learning 610 $agame-design-based 610 $agamification 610 $aintegrative review 610 $aintelligent tutoring system 610 $amedia in education 610 $amobile app 610 $amultiplication game 610 $an/a 610 $aOMD 610 $aphysics 610 $aprimary school 610 $aprogramming 610 $aprogramming teaching 610 $aRAD methodology 610 $areading comprehension 610 $arehabilitation 610 $aremote learning 610 $arollover simulator 610 $aseat belt 610 $aserious game 610 $aserious games 610 $aSoftware Usability Scale 610 $astrategy training 610 $asustainability teaching 610 $aSwift Playgrounds 610 $atraffic safety 610 $atraining 610 $ausability 610 $avirtual reality 610 $avision impairment 610 $avision teachers 615 7$aEducation 615 7$aHumanities 700 $aCarvalho$b Carlos Vaz de$4edt$01898066 702 $aCoelho$b Antonio$4edt 702 $aCarvalho$b Carlos Vaz de$4oth 702 $aCoelho$b Antonio$4oth 906 $aBOOK 912 $a9910566460103321 996 $aGame-Based Learning, Gamification in Education and Serious Games$94554375 997 $aUNINA