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The World of Games : XXIII Professional Culture of the Specialist of the Future, Volume 2



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Autore: Bylieva Daria Visualizza persona
Titolo: The World of Games : XXIII Professional Culture of the Specialist of the Future, Volume 2 Visualizza cluster
Pubblicazione: Cham : , : Springer, , 2023
©2023
Edizione: 1st ed.
Descrizione fisica: 1 online resource (420 pages)
Soggetto topico: Gamification
Educational technology
Altri autori: NordmannAlfred  
Nota di contenuto: Intro -- Preface -- Contents -- From Building Blocks to Augmented Reality Glasses - Technologies for Gaming -- The Metaverse: Changing the Landscape of Media Education -- 1 Introduction -- 2 Literature Review -- 3 Materials and Methods -- 4 Results -- 5 Conclusion -- References -- Application of Phygital Games at the University in the Context of Digitalization -- 1 Introduction -- 2 Problem Statement -- 3 Materials and Methods -- 4 Results -- 5 Discussion -- 6 Conclusion -- References -- An EON-XR Augmented Reality Application for Motivation Stimulation and Vocabulary Training of Master's Degree Students Majoring in Civil Engineering -- 1 Introduction -- 2 Augmented Reality in Education -- 3 Research Methods and Materials -- 3.1 The Choice of AR Application for the Target Audience of Students -- 3.2 Materials Developed -- 4 Results and Discussion -- 5 Conclusion -- References -- Game Technologies and High-Fidelity Patient Simulation in the Field of Psychology and Medicine -- 1 Introduction -- 1.1 Utilization of Gaming Technologies in Education -- 1.2 The Benefits of Gamification in Education and Training -- 2 Case 1. Gamification in the Education of International Students at Perm State University -- 3 Case 2. Gamification and High Fidelity Simulation for Medical Education at Perm Polytechnic University -- 4 Conclusion -- References -- Video Games in Teaching Audiovisual Translation to University Students -- 1 Introduction -- 2 Problem Statement -- 3 Research Questions -- 4 Purpose of the Study -- 5 Research Methods -- 6 Findings and Discussion -- 7 Conclusion -- References -- Development of a Play and Program Mobile Application Based on the Gamification Methodology -- 1 Introduction -- 2 Methodology -- 3 Methodology of Educational-Gaming Application Creation -- 4 Development of an Educational-Gaming Application -- 5 Results -- 6 Conclusion.
References -- Experience of Non-linguistics Students Creating Online Games on Foreign Language Grammar -- 1 Introduction -- 2 Literature Review -- 3 Experiment Description -- 4 Conclusions -- Appendix -- References -- Games in Various Educational Environments -- Using Game Practices to Identify Teams Capable of Generating Entrepreneurial Ideas -- 1 Introduction -- 2 Materials and Methods -- 3 Problem Statement -- 4 Results -- 5 Discussion -- 6 Conclusion -- References -- The Phenomenon of "Social Responsibility" as a Construct of the Humanitarian Educational Ecosystem for the Training of Future Engineers: Perspectives, Forms, Approaches -- 1 Introduction -- 2 A Humanitarian Educational Ecosystem as a Conceptualizing Tool -- 3 Methodology and Results of the Study -- 4 Discussion -- References -- The Use of Gamification Elements for the Development of Creativity in Engineering -- 1 Introduction -- 2 Materials and Methods -- 3 Theoretical Background, Review and Research Context -- 3.1 The Phenomenon of Creativity in Engineering -- 3.2 Creativity Assessment -- 3.3 Effective Conditions for the Development of Creativity in the Project Activities of Future Specialists in Engineering Areas -- 4 Results -- 5 Conclusions and Recommendations -- References -- Designing Tabletop Games for Individuals with Disabilities Through Student Project Activity -- 1 Introduction -- 2 Methodology -- 3 Discussion -- 3.1 Educational Tactile Game -- 3.2 Game 'Nesting Doll' (Matryoshka) -- 3.3 Interactive Game as a Means of Inclusion -- 3.4 Game for Exploring the School Environment ("Ready for School" Maze Game) -- 3.5 Psychological Game "World of Emotions" -- 3.6 Game "Safe Walk" -- 4 Discussion -- References -- Computer Games and Literary Education: Opportunities and Limitations -- 1 Introduction -- 2 Formulation of the Problem. Methods.
3 The Specifics of Games Based on the Plots of Historical Literature -- 4 The Results of Survey -- 5 Conclusions -- References -- A Gamification Conceptual Framework for Marketing Courses -- 1 Introduction -- 2 Literature Review -- 2.1 Approaches to Gamification -- 2.2 Game-Based Elements -- 3 Methodology -- 4 Results and Discussion -- 5 Conclusion -- References -- The Formative Role of "Model UN" in the Development of the Professional Personality of Diplomats -- 1 Introduction -- 2 Terminology, Literature Study, and Historical Background -- 3 Model UN -- 4 Research -- 5 Conclusions -- References -- Unlocking the Power of Gamification: Evaluating the Efficacy of Wizer.me in EFL Vocabulary Acquisition -- 1 Introduction -- 2 Literature Review -- 3 Methodology -- 4 Results -- 4.1 The Results of the Educational Experiment -- 4.2 The Results of the Control Experiment -- 4.3 The Results of the Questionnaire -- 5 Discussion and Conclusion -- References -- Assessment of the Creative Freedom of Students Trained in the Acting Technique "Demidov Études" -- 1 Introduction -- 1.1 Key Principles of the Demidov's Method -- 1.2 What is the Creative State According to Demidov? -- 1.3 Demidov études -- 1.4 The Stanislavsky System vs the Demidov School -- 2 Method -- 3 Results -- 3.1 Duration of Respondents' Training in Demidov's "étude Technique" -- 3.2 Understanding the Concept "Onstage Freedom" by Respondents -- 3.3 Spontaneity and Ability to Improvise in Unforeseen Circumstances of the Play/étude -- 3.4 How Often Do Actors Interrupt Each Other While Acting a Play/étude -- 3.5 Freely Improvising Stage Behaviour with Regard to the Text of the étude or Paly Among Actors -- 3.6 Control of Heightened Creative Emotions While Acting -- 3.7 Self-consciousness of Creative Freedom While Acting -- 3.8 Factors Preventing Onstage Freedom Achievement.
3.9 Usefulness of Demidov's Actor Training Method -- 3.10 Limitations of the Demidov's "étude Techniques" -- 4 Discussion -- 5 Conclusions -- References -- The Development of Ethno-Cultural Empathy Within a Multicultural Educational Environment: Peculiarities and Role-Playing Experiences -- 1 Introduction -- 2 Literature Review -- 2.1 Research Method -- 3 Results -- 3.1 Descriptive Statistics -- 3.2 Correlation and Factor Analysis -- 3.3 Formative Experiment -- 4 Discussions -- 5 Conclusions -- References -- Moot Court Competition in a Foreign Language: Developing Professional Competencies Through a Business Game -- 1 Introduction -- 2 Theoretical Basis -- 3 Materials and Methods -- 4 Conclusion -- References -- Gaming Technologies in the Formation of Legal Students' Professional Competencies: Moot Courts -- 1 Introduction -- 2 Materials and Methods -- 3 Results -- 4 Discussion -- 5 Conclusion -- References -- Technologies for Innovative Potential Development of University Students Majoring in Engineering -- 1 Introduction -- 2 Materials and Methods -- 3 Theoretical Background, Review and Research Context -- 3.1 Concept of Innovation Potential in Engineering -- 3.2 Current State of Theory and Theory and Practice of Training Future Engineers in the Conditions of University Education -- 3.3 Pedagogical Conditions for the Formation of the Innovative Potential of Future Engineers in Educational Activities -- 3.4 Essence of the Technology of Innovative Potential Development of University Students Majoring in Engineering by Gamification Tools -- 4 Results and Discussions -- 5 Conclusions and Pedagogical Recommendations -- References -- Gamification in Teaching Foreign Languages to Economics Students: A Case Study -- 1 Introduction -- 1.1 Background of Study -- 1.2 Importance of Gamification in Education -- 1.3 Purpose and Research Questions -- 2 Methods.
2.1 Setting and Participants -- 2.2 Gamification Approach Used -- 2.3 Data Collection Methods -- 3 Results -- 3.1 Reception and Usage of Gamification -- 3.2 Student Performance and Language Learning Progress -- 3.3 Student Feedback -- 4 Discussion -- 4.1 Interpretation of Findings -- 4.2 Comparisons with Previous Studies -- 4.3 Implications for Teaching Practice -- 4.4 Opportunities and Limitations of Gamification -- 4.5 Limitations and Suggestions for Future Research -- 5 Conclusion -- References -- Visual Novels as a Means of Business Communication Skills Development for Computer Science Students -- 1 Introduction -- 2 Experiment -- 2.1 Participants -- 2.2 Training -- 2.3 Visual Novel -- 3 Results and Discussion -- 4 Conclusion -- References -- WebQuest as a Means of Students' Soft Skills Development in Engineering Foreign Language Education -- 1 Introduction -- 2 Materials and Methods -- 3 Results -- 4 Discussion -- 5 Conclusion -- References -- Problem-Based Role Plays in Teaching English to Students of Humanities -- 1 Introduction -- 2 Literature Review -- 3 Implementation of the Problem-Based Role Play into the Process of Foreign Language Teaching -- 4 Results -- 5 Conclusions -- References -- A Business Game Introduction into Foreign Language Training of Materials Science and Engineering Students -- 1 Introduction -- 2 Methodology -- 2.1 Students' Cooperation -- 2.2 Content and Language Issues -- 3 Materials and Methods -- 4 Results and Discussion -- 4.1 Assessment Tools -- 5 Conclusion -- References -- Gamification in Foreign Language Education: Development of Lexical Skills in Teaching a Second Foreign Language at the University -- 1 Introduction -- 1.1 Building a Research Problem -- 1.2 Theoretical Issues -- 1.3 Conditions for the Successful Development of Digital Technologies -- 2 Testing the System of Special Tasks.
3 Results and Conclusion.
Sommario/riassunto: This volume, part of the Lecture Notes in Networks and Systems series, explores the intersection of games, technology, and learning. It examines how the concept of games influences modern education, professional development, and cultural practices. The book discusses the role of digital games in shaping the worldview and methodologies of scientists and educators. It highlights the potential of gamification to enhance learning by making it engaging and interactive. The collection of papers included in this volume analyzes both historical and contemporary games, their impact on society, and their application in various educational contexts. This work is designed for researchers, educators, and professionals interested in the educational and cultural implications of games and gamification.
Titolo autorizzato: The World of Games  Visualizza cluster
ISBN: 9783031480164
3031480163
Formato: Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione: Inglese
Record Nr.: 9910765476103321
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Serie: Lecture Notes in Networks and Systems Series