Current Trends in Game-Based Learning
| Current Trends in Game-Based Learning |
| Autore | Marques Margarida Morais |
| Pubbl/distr/stampa | Basel, Switzerland, : MDPI - Multidisciplinary Digital Publishing Institute, 2021 |
| Descrizione fisica | 1 online resource (114 p.) |
| Soggetto topico | Humanities |
| Soggetto non controllato |
3D simulation
augmented reality bibliometric analysis BSCS 5E computer science education content analysis continuous teacher training design-based research educational apps Educational Data Mining educational value educative augmented reality game-based learning immersion Inquiry-Based Science Education kindergarten learning approach mixed methods mobile application mobile learning n/a presence Science Education scientific competences teacher professional development training impact Universal Design for Learning virtual reality VR |
| Formato | Materiale a stampa |
| Livello bibliografico | Monografia |
| Lingua di pubblicazione | eng |
| Record Nr. | UNINA-9910557370803321 |
Marques Margarida Morais
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| Basel, Switzerland, : MDPI - Multidisciplinary Digital Publishing Institute, 2021 | ||
| Lo trovi qui: Univ. Federico II | ||
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Innovative Learning Environments in STEM Higher Education [[electronic resource] ] : Opportunities, Challenges, and Looking Forward / / edited by Jungwoo Ryoo, Kurt Winkelmann
| Innovative Learning Environments in STEM Higher Education [[electronic resource] ] : Opportunities, Challenges, and Looking Forward / / edited by Jungwoo Ryoo, Kurt Winkelmann |
| Autore | Ryoo Jungwoo |
| Edizione | [1st ed. 2021.] |
| Pubbl/distr/stampa | Springer Nature, 2021 |
| Descrizione fisica | 1 online resource (XV, 137 p. 8 illus., 7 illus. in color.) |
| Disciplina | 519.5 |
| Collana | SpringerBriefs in Statistics |
| Soggetto topico |
Statistics
Machine learning Learning Instruction Knowledge representation (Information theory) Statistics for Social Sciences, Humanities, Law Machine Learning Statistics and Computing/Statistics Programs Learning & Instruction Knowledge based Systems Educació STEM Educació superior |
| Soggetto genere / forma | Llibres electrònics |
| Soggetto non controllato |
Statistics for Social Sciences, Humanities, Law
Machine Learning Statistics and Computing/Statistics Programs Learning & Instruction Knowledge based Systems Statistics in Social Sciences, Humanities, Law, Education, Behavorial Sciences, Public Policy Statistics and Computing Education Innovative Learning Environments ILEs Science, Technology, Engineering, and Math STEM virtual reality VR augmented reality mixed reality cross reality extended reality artificial intelligence AI adaptive learning personalized learning higher education multimodal learning mobile learning Open Access Social research & statistics Mathematical & statistical software Teaching skills & techniques Cognition & cognitive psychology Expert systems / knowledge-based systems |
| ISBN | 3-030-58948-X |
| Formato | Materiale a stampa |
| Livello bibliografico | Monografia |
| Lingua di pubblicazione | eng |
| Nota di contenuto | 1. Introduction -- 2. X-FILEs Vision for personalized and Adaptive Learning -- 3. X-FILEs Vision for Multi-modal Learning Formats -- 4. X-FILEs Vision for Extended/Cross Reality (XR) -- 5. X-FILEs Vision for Artificial Intelligence (AI) and Machine Learning (ML) -- 6. Cross-Cutting Concerns -- 7. Epilogue. |
| Record Nr. | UNISA-996466564503316 |
Ryoo Jungwoo
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| Springer Nature, 2021 | ||
| Lo trovi qui: Univ. di Salerno | ||
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Serious Games and Mixed Reality Applications for Healthcare
| Serious Games and Mixed Reality Applications for Healthcare |
| Autore | Gesi Marco |
| Pubbl/distr/stampa | MDPI - Multidisciplinary Digital Publishing Institute, 2022 |
| Descrizione fisica | 1 online resource (184 p.) |
| Soggetto topico |
Biochemistry
Biology, life sciences Research & information: general |
| Soggetto non controllato |
accuracy rate
AMD assisted Neurofeedback augmented reality body tracking classification cognitive function data transformations dementia elderly elderly healthcare exercise games exergames feature selection game design healthcare simulation hybrid hybrid simulator interaction design machine learning MCI medical training mild cognitive impairment mindfulness mixed reality multicomponent training n/a neurostimulation older adults PC-based game pedicle screws fixation training personalized exergames preventive care randomized reaction time rehabilitation salience self-regulation serious game serious games serious games BCI spine surgery surgical simulation unity game engine virtual reality VR wearable sensors |
| Formato | Materiale a stampa |
| Livello bibliografico | Monografia |
| Lingua di pubblicazione | eng |
| Record Nr. | UNINA-9910576870703321 |
Gesi Marco
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| MDPI - Multidisciplinary Digital Publishing Institute, 2022 | ||
| Lo trovi qui: Univ. Federico II | ||
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The Impact of Virtual and Augmented Reality on Individuals and Society
| The Impact of Virtual and Augmented Reality on Individuals and Society |
| Autore | Slater Mel |
| Pubbl/distr/stampa | Frontiers Media SA, 2019 |
| Descrizione fisica | 1 online resource (335 p.) |
| Soggetto topico |
Psychology
Science: general issues |
| Soggetto non controllato |
clinical psychology
entertainment Ethics Immersion Journalism Law long term effects Medicine presence serious games Societal impact virtual environments virtual reality VR |
| Formato | Materiale a stampa |
| Livello bibliografico | Monografia |
| Lingua di pubblicazione | eng |
| Record Nr. | UNINA-9910557477603321 |
Slater Mel
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| Frontiers Media SA, 2019 | ||
| Lo trovi qui: Univ. Federico II | ||
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