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Characteristics of games [[electronic resource] /] / George Skaff Elias, Richard Garfield, and K. Robert Gutschera ; foreword by Eric Zimmerman ; diagrams by Peter Whitley
Characteristics of games [[electronic resource] /] / George Skaff Elias, Richard Garfield, and K. Robert Gutschera ; foreword by Eric Zimmerman ; diagrams by Peter Whitley
Autore Elias George Skaff
Pubbl/distr/stampa Cambridge, MA, : MIT Press, c2012
Descrizione fisica xv, 311 p. : ill
Disciplina 793
Altri autori (Persone) GarfieldRichard
GutscheraKarl Robert <1964->
Soggetto topico Games - Design and construction
Games
Game theory
Soggetto genere / forma Electronic books.
ISBN 0-262-30044-3
0-262-30123-7
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Record Nr. UNINA-9910462378603321
Elias George Skaff  
Cambridge, MA, : MIT Press, c2012
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
Characteristics of games [[electronic resource] /] / George Skaff Elias, Richard Garfield, and K. Robert Gutschera ; foreword by Eric Zimmerman ; diagrams by Peter Whitley
Characteristics of games [[electronic resource] /] / George Skaff Elias, Richard Garfield, and K. Robert Gutschera ; foreword by Eric Zimmerman ; diagrams by Peter Whitley
Autore Elias George Skaff
Pubbl/distr/stampa Cambridge, MA, : MIT Press, c2012
Descrizione fisica xv, 311 p. : ill
Disciplina 793
Altri autori (Persone) GarfieldRichard
GutscheraKarl Robert <1964->
Soggetto topico Games - Design and construction
Games
Game theory
ISBN 0-262-30044-3
0-262-30123-7
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Record Nr. UNINA-9910785505703321
Elias George Skaff  
Cambridge, MA, : MIT Press, c2012
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
Critical play : radical game design / / Mary Flanagan
Critical play : radical game design / / Mary Flanagan
Autore Flanagan Mary <1969->
Pubbl/distr/stampa Cambridge, MA, : MIT Press, 2009
Descrizione fisica 1 online resource (363 p.)
Soggetto topico Games - Design and construction
Games - Sociological aspects
Art and popular culture
ISBN 1-282-69444-8
9786612694448
0-262-25876-5
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Record Nr. UNINA-9910455420303321
Flanagan Mary <1969->  
Cambridge, MA, : MIT Press, 2009
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
Critical play : radical game design / / Mary Flanagan
Critical play : radical game design / / Mary Flanagan
Autore Flanagan Mary <1969->
Pubbl/distr/stampa Cambridge, MA : , : MIT Press, , 2009
Descrizione fisica 1 online resource : illustrations
Disciplina 794.8/1536
Soggetto topico Games - Design and construction
Games - Sociological aspects
Art and popular culture
ISBN 9780262258760
9780262062688
9780262518659
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Introduction to critical play -- Playing house -- Board games -- Language games -- Performative games and objects -- Artists' locative games -- Critical computer games -- Designing for critical play.
Record Nr. UNINA-9910778557403321
Flanagan Mary <1969->  
Cambridge, MA : , : MIT Press, , 2009
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
Critical play : radical game design / / Mary Flanagan
Critical play : radical game design / / Mary Flanagan
Autore Flanagan Mary <1969->
Edizione [1st ed.]
Pubbl/distr/stampa Cambridge, MA, : MIT Press, 2009
Descrizione fisica 1 online resource : illustrations
Disciplina 794.8/1536
Soggetto topico Games - Design and construction
Games - Sociological aspects
Art and popular culture
ISBN 9780262258760
9780262062688
9780262518659
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Introduction to critical play -- Playing house -- Board games -- Language games -- Performative games and objects -- Artists' locative games -- Critical computer games -- Designing for critical play.
Record Nr. UNINA-9910828938103321
Flanagan Mary <1969->  
Cambridge, MA, : MIT Press, 2009
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
Game & Play : diseño y análisis del juego, el jugador y el sistema lúdico / / Daniel Aranda (editor)
Game & Play : diseño y análisis del juego, el jugador y el sistema lúdico / / Daniel Aranda (editor)
Pubbl/distr/stampa Barcelona : , : Editorial UOC, , [2015]
Descrizione fisica 1 recurso en línea (324 p.)
Disciplina 794.81536
Collana UOCpress Comunicación
Soggetto topico Games - Design and construction
Video games - Social aspects
Recreation
ISBN 84-9064-625-2
84-9064-407-1
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione spa
Nota di contenuto Game & Play: diseño y análisis del juego, el jugador y el sistema lúdico ; Página legal; Índice; 1. Presentación; 2. Jugar y juego; 1. El juego como descubrimiento y superación; 2. Propiedades fundamentales del juego; 3. La ambigüedad del concepto; 4. El modelo clásico de juego; 5. Los videojuegos; 6. Referencias bibliográficas; 3. Diseño de juegos orientado al jugador; 1. El jugador en el centro; 2. ¿Qué es un jugador?; 3. El jugador como coautor; 4. Análisis del jugador; 5. Tipos de jugador; 6. Experiencia; 7. Referencias bibliográficas; 4. Diseño de juegos orientado al sistema lúdico
1. El modelo MDA2. Mecánicas: reglas de juego y patrones; 3. Tipología y orientación de mecánicas de juego; 4. Hacia un catálogo de mecánicas de juego; 5. Dinámicas: información y juego emergente; 6. Dinámicas de juego y flow; 7. Estética: emociones y experiencia de juego; 8. Otros paradigmas de diseño; 9. Referencias bibliográficas; 5. Diseño de juegos orientado al mundo ludoficcional; 1. El debate entre juegos y narración; 2. Los mundos ludoficcionales: noción y características; 3. Experiencia de juego: mundos posibles y vivencias narrativas; 4. La dimensión material: personajes y acciones
5. La dimensión formal: lenguaje fílmico e interactivo6. La dimensión dramática: tiempo, espacio y guión; 7. Temporalidad en los videojuegos; 8. Escribiendo dramas interactivos: game writer y documentación de diseño; 9. Referencias bibliográficas; 6. Más allá de lo lúdico; 1. Entender los serious games: seriedad versus entretenimiento; 2. Newsgames: la actualidad en juego; 3. El modelo I3 para el diseño de newsgames: información, interactividad e inmersión; 4. Gamificación; 5. Referencias bibliográficas
Record Nr. UNINA-9910797502703321
Barcelona : , : Editorial UOC, , [2015]
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
Game & Play : diseño y análisis del juego, el jugador y el sistema lúdico / / Daniel Aranda (editor)
Game & Play : diseño y análisis del juego, el jugador y el sistema lúdico / / Daniel Aranda (editor)
Pubbl/distr/stampa Barcelona : , : Editorial UOC, , [2015]
Descrizione fisica 1 recurso en línea (324 p.)
Disciplina 794.81536
Collana UOCpress Comunicación
Soggetto topico Games - Design and construction
Video games - Social aspects
Recreation
ISBN 84-9064-625-2
84-9064-407-1
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione spa
Nota di contenuto Game & Play: diseño y análisis del juego, el jugador y el sistema lúdico ; Página legal; Índice; 1. Presentación; 2. Jugar y juego; 1. El juego como descubrimiento y superación; 2. Propiedades fundamentales del juego; 3. La ambigüedad del concepto; 4. El modelo clásico de juego; 5. Los videojuegos; 6. Referencias bibliográficas; 3. Diseño de juegos orientado al jugador; 1. El jugador en el centro; 2. ¿Qué es un jugador?; 3. El jugador como coautor; 4. Análisis del jugador; 5. Tipos de jugador; 6. Experiencia; 7. Referencias bibliográficas; 4. Diseño de juegos orientado al sistema lúdico
1. El modelo MDA2. Mecánicas: reglas de juego y patrones; 3. Tipología y orientación de mecánicas de juego; 4. Hacia un catálogo de mecánicas de juego; 5. Dinámicas: información y juego emergente; 6. Dinámicas de juego y flow; 7. Estética: emociones y experiencia de juego; 8. Otros paradigmas de diseño; 9. Referencias bibliográficas; 5. Diseño de juegos orientado al mundo ludoficcional; 1. El debate entre juegos y narración; 2. Los mundos ludoficcionales: noción y características; 3. Experiencia de juego: mundos posibles y vivencias narrativas; 4. La dimensión material: personajes y acciones
5. La dimensión formal: lenguaje fílmico e interactivo6. La dimensión dramática: tiempo, espacio y guión; 7. Temporalidad en los videojuegos; 8. Escribiendo dramas interactivos: game writer y documentación de diseño; 9. Referencias bibliográficas; 6. Más allá de lo lúdico; 1. Entender los serious games: seriedad versus entretenimiento; 2. Newsgames: la actualidad en juego; 3. El modelo I3 para el diseño de newsgames: información, interactividad e inmersión; 4. Gamificación; 5. Referencias bibliográficas
Record Nr. UNINA-9910814391303321
Barcelona : , : Editorial UOC, , [2015]
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
Gamification with Moodle : use game elements in Moodle courses to build learner resilience and motivation / / Natalie Denmeade
Gamification with Moodle : use game elements in Moodle courses to build learner resilience and motivation / / Natalie Denmeade
Autore Denmeade Natalie
Pubbl/distr/stampa Birmingham [United Kingdom] : , : Packt Publishing, , 2015
Descrizione fisica 1 online resource (135 p.)
Collana Community experience distilled
Soggetto topico Computer-assisted instruction - Computer programs
Open source software
Game theory
Games - Design and construction
Internet games - Design
Soggetto genere / forma Electronic books.
ISBN 1-78528-681-1
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Cover; Copyright; Credits; Foreword; About the Author; Acknowledgement; About the Reviewers; www.PacktPub.com; Table of Contents; Preface; Chapter 1: Setting Up Gamification in a Moodle Course; Moodle for motivation poster; Standardized outcomes yet personalized delivery; Objectives; Understanding the Gamification design process; Freeing up time to be creative; Identifying learner progress and providing personalized learning paths; Setting up a test environment; Setting up scoring in your test course; Adding gradebook categories; Summary
Chapter 2: Communication and Collaboration (Labels and Forums)Mount Orange demo Moodle site; Profiles and avatars; Messaging and forums; Activity loops; Forum moderation; Custom scales; Onboarding; Moodle labels as tutorials; Summary; Chapter 3: Challenges for Learners (Self-Assessment and Choice); Moodle assignments; The Cup of Fate Gamification activity; Growth mindsets and personalized learning; Creating teachable moments through suspense and hope; Summary; Chapter 4: Passing the Gateway (Conditional Activities); Minimalistic course layout design; Revealing content; Completion tracking
Completion requirementsCompletion options; Labels with restrictions used as adaptive messaging; Moodle labels to create minimalistic design layouts; Summary; Chapter 5: Feedback on Progress (Marking Guides and Scales); Assessing progress; Marking guides; Delayed feedback feeds anxiety; Leveling up with scales or letters; Summary; Chapter 6: Mastery Achieved (Badges and Motivation); Creating badges; Badge criteria; Acceptance of digital badges; Peer-assessed badges; Will badges motivate everybody?; Summary; Chapter 7: Leveling Up (Rubrics); Getting started with rubrics
Adding a rubric to a Moodle assignmentExperienced Moodlers only; XP points and skills points; Exponential scoring; Drop the lowest x, minimum, or maximum; Summary; Chapter 8: Completing the Quest (Reporting Activities); Reporting on completion; Celebrating success; Identifying individual student progress; Surveys, interactivity, and learner engagement; Summary; Chapter 9: Super-boost Gamification with Social Elements (Groups); Onboarding - communication and collaboration with Moodle groups; Group scores; Challenges for learners - group submission; Groups that encourage participation
Individual formal assessmentSummary; Recommended reading; Books; Index
Record Nr. UNINA-9910460333403321
Denmeade Natalie  
Birmingham [United Kingdom] : , : Packt Publishing, , 2015
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
Gamification with Moodle : use game elements in Moodle courses to build learner resilience and motivation / / Natalie Denmeade
Gamification with Moodle : use game elements in Moodle courses to build learner resilience and motivation / / Natalie Denmeade
Autore Denmeade Natalie
Pubbl/distr/stampa Birmingham [United Kingdom] : , : Packt Publishing, , 2015
Descrizione fisica 1 online resource (135 p.)
Collana Community experience distilled
Soggetto topico Computer-assisted instruction - Computer programs
Open source software
Game theory
Games - Design and construction
Video games - Design
ISBN 1-78528-681-1
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Cover; Copyright; Credits; Foreword; About the Author; Acknowledgement; About the Reviewers; www.PacktPub.com; Table of Contents; Preface; Chapter 1: Setting Up Gamification in a Moodle Course; Moodle for motivation poster; Standardized outcomes yet personalized delivery; Objectives; Understanding the Gamification design process; Freeing up time to be creative; Identifying learner progress and providing personalized learning paths; Setting up a test environment; Setting up scoring in your test course; Adding gradebook categories; Summary
Chapter 2: Communication and Collaboration (Labels and Forums)Mount Orange demo Moodle site; Profiles and avatars; Messaging and forums; Activity loops; Forum moderation; Custom scales; Onboarding; Moodle labels as tutorials; Summary; Chapter 3: Challenges for Learners (Self-Assessment and Choice); Moodle assignments; The Cup of Fate Gamification activity; Growth mindsets and personalized learning; Creating teachable moments through suspense and hope; Summary; Chapter 4: Passing the Gateway (Conditional Activities); Minimalistic course layout design; Revealing content; Completion tracking
Completion requirementsCompletion options; Labels with restrictions used as adaptive messaging; Moodle labels to create minimalistic design layouts; Summary; Chapter 5: Feedback on Progress (Marking Guides and Scales); Assessing progress; Marking guides; Delayed feedback feeds anxiety; Leveling up with scales or letters; Summary; Chapter 6: Mastery Achieved (Badges and Motivation); Creating badges; Badge criteria; Acceptance of digital badges; Peer-assessed badges; Will badges motivate everybody?; Summary; Chapter 7: Leveling Up (Rubrics); Getting started with rubrics
Adding a rubric to a Moodle assignmentExperienced Moodlers only; XP points and skills points; Exponential scoring; Drop the lowest x, minimum, or maximum; Summary; Chapter 8: Completing the Quest (Reporting Activities); Reporting on completion; Celebrating success; Identifying individual student progress; Surveys, interactivity, and learner engagement; Summary; Chapter 9: Super-boost Gamification with Social Elements (Groups); Onboarding - communication and collaboration with Moodle groups; Group scores; Challenges for learners - group submission; Groups that encourage participation
Individual formal assessmentSummary; Recommended reading; Books; Index
Record Nr. UNINA-9910797614803321
Denmeade Natalie  
Birmingham [United Kingdom] : , : Packt Publishing, , 2015
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
Gamification with Moodle : use game elements in Moodle courses to build learner resilience and motivation / / Natalie Denmeade
Gamification with Moodle : use game elements in Moodle courses to build learner resilience and motivation / / Natalie Denmeade
Autore Denmeade Natalie
Pubbl/distr/stampa Birmingham [United Kingdom] : , : Packt Publishing, , 2015
Descrizione fisica 1 online resource (135 p.)
Collana Community experience distilled
Soggetto topico Computer-assisted instruction - Computer programs
Open source software
Game theory
Games - Design and construction
Video games - Design
ISBN 1-78528-681-1
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Cover; Copyright; Credits; Foreword; About the Author; Acknowledgement; About the Reviewers; www.PacktPub.com; Table of Contents; Preface; Chapter 1: Setting Up Gamification in a Moodle Course; Moodle for motivation poster; Standardized outcomes yet personalized delivery; Objectives; Understanding the Gamification design process; Freeing up time to be creative; Identifying learner progress and providing personalized learning paths; Setting up a test environment; Setting up scoring in your test course; Adding gradebook categories; Summary
Chapter 2: Communication and Collaboration (Labels and Forums)Mount Orange demo Moodle site; Profiles and avatars; Messaging and forums; Activity loops; Forum moderation; Custom scales; Onboarding; Moodle labels as tutorials; Summary; Chapter 3: Challenges for Learners (Self-Assessment and Choice); Moodle assignments; The Cup of Fate Gamification activity; Growth mindsets and personalized learning; Creating teachable moments through suspense and hope; Summary; Chapter 4: Passing the Gateway (Conditional Activities); Minimalistic course layout design; Revealing content; Completion tracking
Completion requirementsCompletion options; Labels with restrictions used as adaptive messaging; Moodle labels to create minimalistic design layouts; Summary; Chapter 5: Feedback on Progress (Marking Guides and Scales); Assessing progress; Marking guides; Delayed feedback feeds anxiety; Leveling up with scales or letters; Summary; Chapter 6: Mastery Achieved (Badges and Motivation); Creating badges; Badge criteria; Acceptance of digital badges; Peer-assessed badges; Will badges motivate everybody?; Summary; Chapter 7: Leveling Up (Rubrics); Getting started with rubrics
Adding a rubric to a Moodle assignmentExperienced Moodlers only; XP points and skills points; Exponential scoring; Drop the lowest x, minimum, or maximum; Summary; Chapter 8: Completing the Quest (Reporting Activities); Reporting on completion; Celebrating success; Identifying individual student progress; Surveys, interactivity, and learner engagement; Summary; Chapter 9: Super-boost Gamification with Social Elements (Groups); Onboarding - communication and collaboration with Moodle groups; Group scores; Challenges for learners - group submission; Groups that encourage participation
Individual formal assessmentSummary; Recommended reading; Books; Index
Record Nr. UNINA-9910808566503321
Denmeade Natalie  
Birmingham [United Kingdom] : , : Packt Publishing, , 2015
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui