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 | ||
|
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 | ||
|
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 | ||
|
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 | ||
|
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 | ||
|
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 | ||
|
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 | ||
|
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 | ||
|
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 | ||
|
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 | ||
|