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Interactive multimedia learning using di konert johannes (22 risultati)

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  • Lingua: Inglese

    Editore: Springer, 2016

    3319384805 / 9783319384801

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  • Lingua: Inglese

    Editore: Springer, 2014

    3319102559 / 9783319102559

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  • Lingua: Inglese

    Editore: Springer, 2016

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    Condizione: New. In English.

  • Lingua: Inglese

    Editore: Springer, 2014

    3319102559 / 9783319102559

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  • Lingua: Inglese

    Editore: Springer, 2016

    3319384805 / 9783319384801

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    Taschenbuch. Condizione: Neu. Druck auf Anfrage Neuware - Printed after ordering - This book introduces new concepts and mechanisms regarding the usage of both social media interactions and artifacts for peer education in digital educational games. Digital games in general, and digital educational games in particular, represent an area with a high potential for interdisciplinary innovation, not only from an information technology standpoint, but also from social science, psychological and didactic perspectives. This book presents an interdisciplinary approach to educational games, which is centered on information technology and aims at: (1) improving digital management by focusing on the exchange of learning outcomes and solution assessment in a peer-to-peer network of learners; (2) achieving digital implementation by using forms of interaction to change the course of educational games; and (3) providing digital support by fostering group-formation processes in educational situations to increase both the effects of educational games and knowledge exchange at the individual level. In addition to a systematic analysis of the relationship between software architecture, educational games and social media applications, the book also presents the implemented IT systems' architectures and algorithmic solutions as well as the resulting applicable evaluation findings from the field of interactive multimedia learning.…

  • Lingua: Inglese

    Editore: Springer, 2014

    3319102559 / 9783319102559

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

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    Buch. Condizione: Neu. Druck auf Anfrage Neuware - Printed after ordering - This book introduces new concepts and mechanisms regarding the usage of both social media interactions and artifacts for peer education in digital educational games. Digital games in general, and digital educational games in particular, represent an area with a high potential for interdisciplinary innovation, not only from an information technology standpoint, but also from social science, psychological and didactic perspectives. This book presents an interdisciplinary approach to educational games, which is centered on information technology and aims at: (1) improving digital management by focusing on the exchange of learning outcomes and solution assessment in a peer-to-peer network of learners; (2) achieving digital implementation by using forms of interaction to change the course of educational games; and (3) providing digital support by fostering group-formation processes in educational situations to increase both the effects of educational games and knowledge exchange at the individual level. In addition to a systematic analysis of the relationship between software architecture, educational games and social media applications, the book also presents the implemented IT systems' architectures and algorithmic solutions as well as the resulting applicable evaluation findings from the field of interactive multimedia learning.…

  • Lingua: Inglese

    Editore: Springer, 2016

    3319384805 / 9783319384801

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    Condizione: New. pp. 244 Softcover reprint of the original 1st ed. 2015 edition NO-PA16APR2015-KAP.

  • Lingua: Inglese

    Editore: Springer, 2014

    3319102559 / 9783319102559

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    Lingua: Inglese

    Editore: Springer, 2016

    3319384805 / 9783319384801

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    Taschenbuch. Condizione: Neu. Interactive Multimedia Learning | Using Social Media for Peer Education in Single-Player Educational Games | Johannes Konert | Taschenbuch | xxii | Englisch | 2016 | Springer | EAN 9783319384801 | Verantwortliche Person für die EU: Springer Verlag GmbH, Tiergartenstr. 17, 69121 Heidelberg, juergen[dot]hartmann[at]springer[dot]com | Anbieter: preigu. …

  • Lingua: Inglese

    Editore: Springer, 2014

    3319102559 / 9783319102559

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    Hardcover. Condizione: Brand New. 2015 edition. 220 pages. 9.25x6.25x1.00 inches. In Stock.

  • Lingua: Inglese

    Editore: Springer, 2014

    3319102559 / 9783319102559

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    Gebundene Ausgabe. Condizione: Neu. This book introduces new concepts and mechanisms regarding the usage of both social media interactions and artifacts for peer education in digital educational games. Digital games in general, and digital educational games in particular, represent an area with a high potential for interdisciplinary innovation, not only from an information technology standpoint, but also from social science, psychological and didactic perspectives. This book presents an interdisciplinary approach to educational games, which is centered on information technology and aims at: (1) improving digital management by focusing on the exchange of learning outcomes and solution assessment in a peer-to-peer network of learners; (2) achieving digital implementation by using forms of interaction to change the course of educational games; and (3) providing digital support by fostering group-formation processes in educational situations to increase both the effects of educational games and knowledge exchange at the individual level. In addition to a systematic analysis of the relationship between software architecture, educational games and social media applications, the book also presents the implemented IT systems' architectures and algorithmic solutions as well as the resulting applicable evaluation findings from the field of interactive multimedia learning. Sprache: Englisch Gewicht in Gramm: 483.…

  • Lingua: Inglese

    Editore: Palgrave Macmillan, 2014

    3319102559 / 9783319102559

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    Condizione: Sehr gut. Zustand: Sehr gut | Sprache: Englisch | Produktart: Bücher | This book introduces new concepts and mechanisms regarding the usage of both social media interactions and artifacts for peer education in digital educational games. Digital games in general, and digital educational games in particular, represent an area with a high potential for interdisciplinary innovation, not only from an information technology standpoint, but also from social science, psychological and didactic perspectives. This book presents an interdisciplinary approach to educational games, which is centered on information technology and aims at: (1) improving digital management by focusing on the exchange of learning outcomes and solution assessment in a peer-to-peer network of learners; (2) achieving digital implementation by using forms of interaction to change the course of educational games; and (3) providing digital support by fostering group-formation processes in educational situations to increase both the effects of educational games and knowledge exchange at the individual level. In addition to a systematic analysis of the relationship between software architecture, educational games and social media applications, the book also presents the implemented IT systems' architectures and algorithmic solutions as well as the resulting applicable evaluation findings from the field of interactive multimedia learning.…

  • Lingua: Inglese

    Editore: Palgrave Macmillan, 2014

    3319102559 / 9783319102559

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    Condizione: Hervorragend. Zustand: Hervorragend | Sprache: Englisch | Produktart: Bücher | This book introduces new concepts and mechanisms regarding the usage of both social media interactions and artifacts for peer education in digital educational games. Digital games in general, and digital educational games in particular, represent an area with a high potential for interdisciplinary innovation, not only from an information technology standpoint, but also from social science, psychological and didactic perspectives. This book presents an interdisciplinary approach to educational games, which is centered on information technology and aims at: (1) improving digital management by focusing on the exchange of learning outcomes and solution assessment in a peer-to-peer network of learners; (2) achieving digital implementation by using forms of interaction to change the course of educational games; and (3) providing digital support by fostering group-formation processes in educational situations to increase both the effects of educational games and knowledge exchange at the individual level. In addition to a systematic analysis of the relationship between software architecture, educational games and social media applications, the book also presents the implemented IT systems' architectures and algorithmic solutions as well as the resulting applicable evaluation findings from the field of interactive multimedia learning.…

  • Lingua: Inglese

    Editore: Springer Verlag, 2016

    3319384805 / 9783319384801

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    Paperback. Condizione: Brand New. reprint edition. 244 pages. 9.25x6.10x0.58 inches. In Stock.

  • Lingua: Inglese

    Editore: Springer, 2014

    3319102559 / 9783319102559

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  • Lingua: Inglese

    Editore: Springer, 2014

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  • Lingua: Inglese

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  • Lingua: Inglese

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  • Lingua: Inglese

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  • Lingua: Inglese

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  • Lingua: Inglese

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