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Interactive Multimedia Learning - Using Social Media for Peer Education in Single-Player Educational Games (Paperback,... Interactive Multimedia Learning - Using Social Media for Peer Education in Single-Player Educational Games (Paperback, Softcover reprint of the original 1st ed. 2015)
Johannes Konert
R3,657 Discovery Miles 36 570 Ships in 10 - 15 working days

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.

Interactive Multimedia Learning - Using Social Media for Peer Education in Single-Player Educational Games (Hardcover, 2015... Interactive Multimedia Learning - Using Social Media for Peer Education in Single-Player Educational Games (Hardcover, 2015 ed.)
Johannes Konert
R3,903 Discovery Miles 39 030 Ships in 10 - 15 working days

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.

Design for Teaching and Learning in a Networked World - 10th European Conference on Technology Enhanced Learning, EC-TEL 2015,... Design for Teaching and Learning in a Networked World - 10th European Conference on Technology Enhanced Learning, EC-TEL 2015, Toledo, Spain, September 15-18, 2015, Proceedings (Paperback, 1st ed. 2015)
Grainne Conole, Tomaz Klobucar, Christoph Rensing, Johannes Konert, Elise Lavoue
R1,676 Discovery Miles 16 760 Ships in 10 - 15 working days

This book constitutes the refereed proceedings of the 10th European Conference on Technology Enhanced Learning, EC-TEL 2015, held in Toledo, Spain, in September 2015. The 27 full papers, 19 short papers, 9 demo papers and 23 posters were carefully reviewed and selected from 176 submissions. They address topics such as blended learning; self-regulated and self directed learning; reflective learning; intelligent learning systems; learning communities; learning design; learning analytics; learning assessment; personalization and adaptation; serious games; social media; massive open online courses (MOOCs); schools of the future.

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