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[null,"1.","Record Nr.",null,"UNINA9910454950403321"]
[null,null,"Titolo",null,"Taking faith seriously [[electronic resource] /] / edited by Mary Jo Bane, Brent Coffin, Richard Higgins"]
[null,null,"Pubbl/distr/stampa",null,"Cambridge, Mass., : Harvard University Press, 2005"]
[null,null,"ISBN",null,"0-674-02048-0"]
[null,null,"Descrizione fisica",null,"381 p"]
[null,null,"Classificazione",null,"MS 6750"]
[null,null,"Disciplina",null,"261.8/0973"]
[null,null,"Soggetti",null,"Christian sociology - United States"]
[{"$nulls":4},"Christianity and politics - United States"]
[{"$nulls":4},"Church and social problems - United States"]
[{"$nulls":4},"Electronic books."]
[null,null,"Lingua di pubblicazione",null,"Inglese"]
[null,null,"Formato",null,"Materiale a stampa"]
[null,null,null,"Livello bibliografico","Monografia"]
[null,null,null,"Note generali","Bibliographic Level Mode of Issuance: Monograph"]
[null,null,null,"Nota di bibliografia","Includes bibliographical references (p. [361]-372) and index."]
[null,null,"Nota di contenuto",null,"Frontmatter -- Contents -- Preface -- Acknowledgments -- Introduction: Taking Faith Seriously -- PART ONE -- Religious Roots -- The Rise of the Civic Engagement Tradition / Hall, Peter Dobkin -- PART TWO -- Faith Communities -- The Catholic Puzzle: Parishes and Civic Life / Bane, Mary Jo -- H. Richard Niebuhr Meets \"The Street\" / McRoberts, Omar M. -- Moral Deliberation in Congregations / Coffin, Brent -- Religious Narratives in the Public Square / Ammerman, Nancy T. -- PART THREE -- Religion at Large -- Lutheran Social Ministry in Transition: What's Faith Got to Do with It? / Thiemann, Ronald F. -- Long-Term Care: Does Religious Affiliation Matter? / Wilson, Julie Boatright -- Faith, Practice, and Teens: Evaluating Faith-Based Programs / Reynolds, Amy / Winship, Christopher -- God, Abortion, and Democracy in the Pro-Life Movement / Munson, Ziad -- Conclusion: Engaging and Evaluating Religion's Public Roles -- Notes / Bibliography / Contributors / Index -- Notes -- Bibliography -- Contributors -- Index"]
[null,null,null,"Sommario/riassunto","Whether simply uneasy or downright hostile, the relation between religion and liberal democracy in this country has long been vexed and complex--and crucial to what America is and aspires to be. Amid increasingly contentious exchanges over fundamentalism, abortion rights, secularism, and pluralism, this book reminds us of the critical role that religion plays in the health and well-being of a democracy."]
[null,"2.","Record Nr.",null,"UNINA9910765476103321"]
[null,null,"Autore",null,"Bylieva Daria"]
[null,null,"Titolo",null,"The World of Games: Technologies for Experimenting, Thinking, Learning : XXIII Professional Culture of the Specialist of the Future, Volume 2 / / edited by Daria Bylieva, Alfred Nordmann"]
[null,null,"Pubbl/distr/stampa",null,"Cham : , : Springer Nature Switzerland : , : Imprint : Springer, , 2023"]
[null,null,"ISBN",null,"9783031480164"]
[{"$nulls":4},"3031480163"]
[null,null,"Edizione",null,"[1st ed. 2023.]"]
[null,null,"Descrizione fisica",null,"1 online resource (420 pages)"]
[null,null,"Collana",null,"Lecture Notes in Networks and Systems, , 2367-3389 ; ; 829"]
[null,null,"Disciplina",null,"794"]
[null,null,"Soggetti",null,"Engineering - Data processing"]
[{"$nulls":4},"Computers and civilization"]
[{"$nulls":4},"Computational intelligence"]
[{"$nulls":4},"Data Engineering"]
[{"$nulls":4},"Computers and Society"]
[{"$nulls":4},"Computational Intelligence"]
[null,null,"Lingua di pubblicazione",null,"Inglese"]
[null,null,"Formato",null,"Materiale a stampa"]
[null,null,null,"Livello bibliografico","Monografia"]
[null,null,"Nota di contenuto",null,"Part I: From Building Blocks to Augmented Reality Glasses - Technologies for Gaming -- The Metaverse: Changing the Landscape of Media Education -- Application of Phygital Games at the University in the Context of Digitalization -- An EON-XR Augmented Reality Application for Motivation Stimulation and Vocabulary Training of Master’s Degree Students Majoring in Civil Engineering -- Game Technologies and High-Fidelity Patient Simulation in the field of Psychology and Medicine -- Video Games in Teaching Audiovisual Translation to University Students -- Development of a Play and Program Mobile Application Based on the Gamification Methodology -- Experience of Non-linguistics Students Creating Online Games on Foreign Language Grammar -- Part II: Games in Various Educational Environments -- Using Game Practices to Identify Teams Capable of Generating Entrepreneurial Ideas -- The Phenomenon of \"Social Responsibility\" as a Construct of the Humanitarian Educational Ecosystem for the Training of Future Engineers: Perspectives, Forms, Approaches -- The Use of Gamification Elements for the Development of Creativity in Engineering -- Designing Tabletop Games for Individuals with Disabilities through Student Project activity -- "]
[{"$nulls":4},"Computer Games and Literary Education: Opportunities and Limitations -- A Gamification Conceptual Framework for Marketing Courses -- The Formative Role of \"Model UN\" in the Development of the Professional Personality of Diplomats -- Unlocking the Power of Gamification: Evaluating the Efficacy of Wizer.me in EFL Vocabulary Acquisition -- Assessment of the Creative Freedom of Students Trained in the Acting Technique \"Demidov Études\" -- The Development of Ethno-Cultural Empathy within a Multicultural Educational Environment: Peculiarities and Role-Playing Experiences -- Moot Court Competition in a Foreign Language : Developing Professional Competencies through a Business Game -- Gaming Technologies in the Formation of Legal Students’ Professional Competencies: Moot Courts -- Technologies for Innovative Potential Development of University Students majoring in Engineering -- Gamification in Teaching Foreign Languages to Economics Students: A Case Study -- Visual Novels as a Means of Business Communication Skills Development for Computer Science Students -- WebQuest as a Means for Students’ Soft Skills Development in Engineering Foreign Language Education -- Problem-Based Role Plays in Teaching English to Students of Humanities -- A Business Game Introduction into Foreign Language Training of Materials Science and Engineering Students -- Gamification in Foreign Language Education: Development of Lexical Skills in Teaching a Second Foreign Language at the University -- Gamified Communication as a Didactic tool for Mastering a Professionally Oriented Video Course in a Foreign Language -- The use of role-playing games to develop the skills of constructive communication of healthcare professionals -- The Use of Games in English Language Lessons as a Means of Communication."]
[null,null,null,"Sommario/riassunto","This book reflects the various dimensions of play. It gathers together experience with role-play, tabletop, and online games and develops and assesses tools. It also reflects the human condition in this world of games as it becomes a digital world. We are living in a World of Games where every game is a world through which we learn about the world. A World of Games is fun and engaging, but it also provides deceptive pleasures. What may seem like fun is far from harmless. And then there are the many ways of learning in the mode of play."]