top

  Info

  • Utilizzare la checkbox di selezione a fianco di ciascun documento per attivare le funzionalità di stampa, invio email, download nei formati disponibili del (i) record.

  Info

  • Utilizzare questo link per rimuovere la selezione effettuata.
Augmented Reality Games II : The Gamification of Education, Medicine and Art / / edited by Vladimir Geroimenko
Augmented Reality Games II : The Gamification of Education, Medicine and Art / / edited by Vladimir Geroimenko
Autore Geroimenko Vladimir
Edizione [2nd ed. 2024.]
Pubbl/distr/stampa Cham : , : Springer International Publishing : , : Imprint : Springer, , 2024
Descrizione fisica 1 online resource (371 pages)
Disciplina 5,437
4,019
Collana Computer Science Series
Soggetto topico User interfaces (Computer systems)
Human-computer interaction
Video games - Programming
Education - Data processing
Medical informatics
User Interfaces and Human Computer Interaction
Game Development
Computers and Education
Health Informatics
Interfícies d'usuari (Sistemes d'ordinadors)
Interacció persona-ordinador
Realitat augmentada
Ludificació
Soggetto genere / forma Llibres electrònics
ISBN 9783031544750
3031544757
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Part I: Augmented reality games in education -- Educational augmented reality games -- New horizons for digital youth: Augmented reality and the gamification of elementary and secondary education -- A new key competence: Teachers’ methodological knowledge of augmented reality and its gaming potential -- Augmented imagination: Creating immersive and playful reading experiences -- Learning to build a Doric temple: The augmentation of knowledge through AR gamification -- Explorations in mixed reality with learning and teaching frameworks: Lessons from Ludus and the Vulcan academy -- Novel teaching methods in the classroom: The use of augmented reality games -- Part II: Augmented reality games in medicine and healthcare -- The unexplored potential of playful ambient projection-based AR to improve well-being -- Augmented reality games for health promotion in old age -- The healing App: Augmented reality and art for pediatric patients with chronic pain -- From boring to engaging: Using gamification to transform dental education and practice -- The gamification of physical education using augmented reality technology -- Part III: Augmented reality games in art -- The gamification of augmented reality art -- Unintended consequence: Pervasive games and public art -- Defacing the ‘Balloon Dog’: Art, algorithmic culture and augmented reality -- Circumpolar gamifications in the age of global warming: Ice levels, anxiety and the Anthropocene -- Augmented reality gaming in public space: Dealing with non-player characters or having a shared experience?- Concluding remarks.
Record Nr. UNINA-9910855377103321
Geroimenko Vladimir  
Cham : , : Springer International Publishing : , : Imprint : Springer, , 2024
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
Gamificación : fundamentos y aplicaciones / / Ferran Teixes
Gamificación : fundamentos y aplicaciones / / Ferran Teixes
Autore Teixes Ferran
Edizione [Primera edición]
Pubbl/distr/stampa Barcelona : , : Editorial UOC, , septiembre de 2014
Descrizione fisica 1 online resource (137 pages)
Collana UOC Business School
Soggetto topico Ludificació
Videojocs
ISBN 9788490646694
84-9064-669-4
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione spa
Record Nr. UNINA-9910838235103321
Teixes Ferran  
Barcelona : , : Editorial UOC, , septiembre de 2014
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
Gamification : Using Game Elements in Serious Contexts / / edited by Stefan Stieglitz, Christoph Lattemann, Susanne Robra-Bissantz, Rüdiger Zarnekow, Tobias Brockmann
Gamification : Using Game Elements in Serious Contexts / / edited by Stefan Stieglitz, Christoph Lattemann, Susanne Robra-Bissantz, Rüdiger Zarnekow, Tobias Brockmann
Edizione [1st ed. 2017.]
Pubbl/distr/stampa Cham : , : Springer International Publishing : , : Imprint : Springer, , 2017
Descrizione fisica 1 online resource (XI, 164 p. 21 illus., 10 illus. in color.)
Disciplina 794.8
Collana Progress in IS
Soggetto topico Business information services
Econometrics
Computer networks
Business Information Systems
Quantitative Economics
Computer Communication Networks
Ludificació
Teoria de jocs
Sistemes d'informació
Soggetto genere / forma Llibres electrònics
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Part I: Fundamentals, Concepts, and Theories of Gamification -- Part II: Open Innovation, Collaboration and Gamification -- Part III: Gamification and Learning.
Record Nr. UNINA-9910254923703321
Cham : , : Springer International Publishing : , : Imprint : Springer, , 2017
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
Gamification in A Flipped Classroom : Pedagogical Methods and Best Practices / / by Zamzami Zainuddin, Samuel Kai Wah Chu, Corinne Jacqueline Perera
Gamification in A Flipped Classroom : Pedagogical Methods and Best Practices / / by Zamzami Zainuddin, Samuel Kai Wah Chu, Corinne Jacqueline Perera
Autore Zainuddin Zamzami
Edizione [1st ed. 2024.]
Pubbl/distr/stampa Singapore : , : Springer Nature Singapore : , : Imprint : Springer, , 2024
Descrizione fisica 1 online resource (212 pages)
Disciplina 371.33
Altri autori (Persone) ChuSamuel (Samuel Kai Wah)
PereraCorinne Jacqueline
Collana Education Series
Soggetto topico Educational technology
Teaching
Digital Education and Educational Technology
Didactics and Teaching Methodology
Pedagogy
Classe inversa
Ludificació
Jocs educatius
Soggetto genere / forma Llibres electrònics
ISBN 9789819722198
9819722195
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Introduction -- Flipped Classroom -- Gamification in Education and Learning -- Gamification in the Flipped Classroom -- Gamification Platforms for Flipped Learning Implementation -- Summary and Conclusion.
Record Nr. UNINA-9910855365303321
Zainuddin Zamzami  
Singapore : , : Springer Nature Singapore : , : Imprint : Springer, , 2024
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
Recent Advances in Technologies for Inclusive Well-Being : Virtual Patients, Gamification and Simulation / / edited by Anthony Lewis Brooks, Sheryl Brahman, Bill Kapralos, Amy Nakajima, Jane Tyerman, Lakhmi C. Jain
Recent Advances in Technologies for Inclusive Well-Being : Virtual Patients, Gamification and Simulation / / edited by Anthony Lewis Brooks, Sheryl Brahman, Bill Kapralos, Amy Nakajima, Jane Tyerman, Lakhmi C. Jain
Edizione [1st ed. 2021.]
Pubbl/distr/stampa Cham : , : Springer International Publishing : , : Imprint : Springer, , 2021
Descrizione fisica 1 online resource (551 pages)
Disciplina 006.8
Collana Intelligent Systems Reference Library
Soggetto topico Computational intelligence
Artificial intelligence
Medical education
Nursing—Study and teaching
Biomedical engineering
Computational Intelligence
Artificial Intelligence
Medical Education
Nursing Education
Biomedical Engineering and Bioengineering
Realitat virtual
Realitat augmentada
Benestar
Ludificació
Rehabilitació
Innovacions tecnològiques
Soggetto genere / forma Llibres electrònics
ISBN 3-030-59608-7
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Reflecting on Recent Advances in Technologies of Inclusive Well-Being -- Gaming, VR, and immersive technologies for education/ training -- VR/technologies for rehabilitation. .
Record Nr. UNINA-9910484590303321
Cham : , : Springer International Publishing : , : Imprint : Springer, , 2021
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
Virtual and Augmented Reality, Simulation and Serious Games for Education / / edited by Yiyu Cai, Wouter van Joolingen, Koen Veermans
Virtual and Augmented Reality, Simulation and Serious Games for Education / / edited by Yiyu Cai, Wouter van Joolingen, Koen Veermans
Edizione [1st ed. 2021.]
Pubbl/distr/stampa Singapore : , : Springer Nature Singapore : , : Imprint : Springer, , 2021
Descrizione fisica 1 online resource (187 pages)
Disciplina 794.8
Collana Gaming Media and Social Effects
Soggetto topico Computational intelligence
Educational technology
User interfaces (Computer systems)
Human-computer interaction
Computational Intelligence
Digital Education and Educational Technology
User Interfaces and Human Computer Interaction
Realitat virtual
Videojocs
Ludificació
Jocs educatius
Soggetto genere / forma Congressos
Llibres electrònics
ISBN 981-16-1361-3
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Introduction -- The Number Navigation Game: an overview of an iterative design process -- The effects of a role-playing game and a software simulation tool on elementary school students’ understanding when modelling feeding relations in ecosystems -- Augmented reality application for chemical engineering unit operations -- The use of immersive virtual reality technology to Deepen Learning in Singapore schools.
Record Nr. UNINA-9910495237503321
Singapore : , : Springer Nature Singapore : , : Imprint : Springer, , 2021
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui