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| LEADER |
00000cam a2200000 7i4500 |
| 001 |
0000094398 |
| 005 |
20200615093000.0 |
| 008 |
180517s2013 pau eng |
| 020 |
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|a 9781466636736
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| 040 |
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|a UniSZA
|e rda
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| 050 |
0 |
0 |
|a LB1044.87
|b .S47 2013
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| 090 |
0 |
0 |
|a LB1044.87
|b .S47 2013
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| 245 |
1 |
0 |
|a Serious games and virtual worlds in education, professional development, and healthcare
|c Klaus Bredl and Wolfgang
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| 264 |
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1 |
|b Hershey, PA :
|b Information Science Reference
|c c2013
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| 300 |
|
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|a xvi, 361 pages :
|b illustration ;
|c 29 cm.
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| 336 |
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|a text
|2 rdacontent
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| 337 |
|
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|a unmediated
|2 rdamedia
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| 338 |
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|a volume
|2 rdacarrier
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| 504 |
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|a Includes bibliographical references and index
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| 505 |
1 |
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|a 1. Concepts behind serious games and computer-based trainings in health care: immersions, presence, flow -- 2. Balancing instruction and construction in virtual world learning -- 3. Not in my class you don't!: the naive association of video games with aggression as a hindrance to their use in education -- 4. Authoring of serious games for education -- 5. Personalized, adaptive digital educational games using narrative game-based learning -- 6. Collaborative learning and game mastering in multiplayer games -- 7. Evaluation of serious games -- 8. Social presence in virtual world interviews -- 9. Engaging classes in a virtual world -- 10. Gaming in school: factors influencing the use of serious games in public schools in middle Germany
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| 650 |
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0 |
|a Computer games
|x Design
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| 650 |
|
0 |
|a Virtual reality in education
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| 700 |
1 |
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|a Bredl, Klaus ,
|e editor
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| 700 |
1 |
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|a Wolfgang ,
|e editor
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| 999 |
|
|
|a 1000175116
|b Book
|c Open Shelf (1 Day)
|e Tembila Campus
|