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
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| Cham : , : Springer International Publishing : , : Imprint : Springer, , 2024 | ||
| Lo trovi qui: Univ. Federico II | ||
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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
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| Barcelona : , : Editorial UOC, , septiembre de 2014 | ||
| Lo trovi qui: Univ. Federico II | ||
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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 | ||
| Lo trovi qui: Univ. Federico II | ||
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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
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| Singapore : , : Springer Nature Singapore : , : Imprint : Springer, , 2024 | ||
| Lo trovi qui: Univ. Federico II | ||
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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 | ||
| Lo trovi qui: Univ. Federico II | ||
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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 | ||
| Lo trovi qui: Univ. Federico II | ||
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