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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)
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.
Titolo autorizzato: The World of Games  Visualizza cluster
ISBN: 3-031-48016-3
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