Isbn: 9786206076964 - youubi gamer: application based on gamification and geolocation (8 risultati)

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  • Lingua: Inglese

    Editore: Our Knowledge Publishing, 2023

    6206076962 / 9786206076964

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    Da: Books Puddle, Woodside, NY, U.S.A.Books Puddle

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    Condizione: Nuovo

    EUR 53,60

    EUR 3,56 spedizione 
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    Quantità: 4 disponibili

    Condizione: New.

  • Lingua: Inglese

    Editore: Our Knowledge Publishing, 2023

    6206076962 / 9786206076964

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    Da: preigu, Osnabrück, Germaniapreigu

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    EUR 36,35

    EUR 70,00 spedizione 
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    Quantità: 5 disponibili

    Taschenbuch. Condizione: Neu. Youubi Gamer | Application based on gamification and geolocation | Everton Jales de Oliveira (u. a.) | Taschenbuch | Englisch | 2023 | Our Knowledge Publishing | EAN 9786206076964 | Verantwortliche Person für die EU: SIA OmniScriptum Publishing, Brivibas Gatve 197, 1039 RIGA, LETTLAND, customerservice[at]vdm-vsg[dot]de | Anbieter: preigu.…

  • Lingua: Inglese

    Editore: Our Knowledge Publishing, 2023

    6206076962 / 9786206076964

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    • Print on Demand

    Da: Majestic Books, Hounslow, Regno UnitoMajestic Books

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    Condizione: Nuovo

    EUR 52,20

    EUR 7,67 spedizione 
    Spedito da Regno Unito a U.S.A.

    Quantità: 4 disponibili

    Condizione: New. Print on Demand.

  • Lingua: Inglese

    Editore: Our Knowledge Publishing, 2023

    6206076962 / 9786206076964

    • Brossura
    • Print on Demand

    Da: Biblios, frankfurt am main, HESSE, GermaniaBiblios

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    Condizione: Nuovo

    EUR 52,03

    EUR 9,95 spedizione 
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    Quantità: 4 disponibili

    Condizione: New. PRINT ON DEMAND.

  • Lingua: Inglese

    Editore: Our Knowledge Publishing Jun 2023, 2023

    6206076962 / 9786206076964

    • Brossura
    • Print on Demand

    Da: BuchWeltWeit Ludwig Meier e.K., Bergisch Gladbach, GermaniaBuchWeltWeit Ludwig Meier e.K.

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    EUR 39,90

    EUR 23,00 spedizione 
    Spedito da Germania a U.S.A.

    Quantità: 2 disponibili

    Taschenbuch. Condizione: Neu. This item is printed on demand - it takes 3-4 days longer - Neuware -It was established as an objective to design, develop and evaluate an application that uses u-learning elements that integrates gamification elements, called here Youubi Gamer, making use of the Youubi API services, and analyse the impacts on the learning practices and strategies adopted by its users. To achieve the established goal, the method was divided into two phases. In the first phase, design thinking was used, composed of four stages. Immersion, brainstorming of ideas, prototyping and implementation. The second phase of the method makes use of qualitative and quantitative techniques of data collection, such as application of profile questionnaire, satisfaction questionnaire, diaries, and focus group. As results of the work we have the Youubi Gamer application that was evaluated during the period of a week in a higher education institution. After the collection and analysis of the data, it was verified, with the introduction of Youubi Gamer, the emergence of new learning practices on the part of the students, and an increase in their engagement due to the gamification elements present in the application. 56 pp. Englisch.…

  • Lingua: Inglese

    Editore: Our Knowledge Publishing, 2023

    6206076962 / 9786206076964

    • Brossura
    • Print on Demand

    Da: AHA-BUCH GmbH, Einbeck, GermaniaAHA-BUCH GmbH

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    Condizione: Nuovo

    EUR 40,38

    EUR 35,00 spedizione 
    Spedito da Germania a U.S.A.

    Quantità: 1 disponibile

    Taschenbuch. Condizione: Neu. nach der Bestellung gedruckt Neuware - Printed after ordering - It was established as an objective to design, develop and evaluate an application that uses u-learning elements that integrates gamification elements, called here Youubi Gamer, making use of the Youubi API services, and analyse the impacts on the learning practices and strategies adopted by its users. To achieve the established goal, the method was divided into two phases. In the first phase, design thinking was used, composed of four stages. Immersion, brainstorming of ideas, prototyping and implementation. The second phase of the method makes use of qualitative and quantitative techniques of data collection, such as application of profile questionnaire, satisfaction questionnaire, diaries, and focus group. As results of the work we have the Youubi Gamer application that was evaluated during the period of a week in a higher education institution. After the collection and analysis of the data, it was verified, with the introduction of Youubi Gamer, the emergence of new learning practices on the part of the students, and an increase in their engagement due to the gamification elements present in the application.…

  • Lingua: Inglese

    Editore: Our Knowledge Publishing, 2023

    6206076962 / 9786206076964

    • Brossura
    • Print on Demand

    Da: moluna, Greven, Germaniamoluna

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    Condizione: Nuovo

    EUR 32,78

    EUR 48,99 spedizione 
    Spedito da Germania a U.S.A.

    Quantità: Più di 20 disponibili

    Condizione: New. Dieser Artikel ist ein Print on Demand Artikel und wird nach Ihrer Bestellung fuer Sie gedruckt. Autor/Autorin: de Oliveira Everton JalesGraduated in Computer Science (2016) at UFERSA and member of the Technological Center for Software Engineering (NTES) since 2013. Works in the research and development of digital games for autistic children a.…

  • Lingua: Inglese

    Editore: Our Knowledge Publishing Jun 2023, 2023

    6206076962 / 9786206076964

    • Brossura
    • Print on Demand

    Da: buchversandmimpf2000, Emtmannsberg, BAYE, Germaniabuchversandmimpf2000

    Venditore con 5 stelle
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    Condizione: Nuovo

    EUR 39,90

    EUR 60,00 spedizione 
    Spedito da Germania a U.S.A.

    Quantità: 1 disponibile

    Taschenbuch. Condizione: Neu. This item is printed on demand - Print on Demand Titel. Neuware -It was established as an objective to design, develop and evaluate an application that uses u-learning elements that integrates gamification elements, called here Youubi Gamer, making use of the Youubi API services, and analyse the impacts on the learning practices and strategies adopted by its users. To achieve the established goal, the method was divided into two phases. In the first phase, design thinking was used, composed of four stages. Immersion, brainstorming of ideas, prototyping and implementation. The second phase of the method makes use of qualitative and quantitative techniques of data collection, such as application of profile questionnaire, satisfaction questionnaire, diaries, and focus group. As results of the work we have the Youubi Gamer application that was evaluated during the period of a week in a higher education institution. After the collection and analysis of the data, it was verified, with the introduction of Youubi Gamer, the emergence of new learning practices on the part of the students, and an increase in their engagement due to the gamification elements present in the application.VDM Verlag, Dudweiler Landstraße 99, 66123 Saarbrücken 56 pp. Englisch.…