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Too often the suggestion of using games and virtual environments in
an educational setting is met with skepticism and objections. Many
traditionally-oriented educators are simply not aware of the
benefits that come from implementing digital games into an
instructional environment. Serious Games and Virtual Worlds in
Education, Professional Development, and Healthcare seeks to
counter these doubts by explaining how digital environments can
easily become familiar and beneficial for educational and
professional development. Highlighting techniques beyond the
traditional practice, this reference source is useful for
researchers, academics, professionals, and students interested in
the benefits to implementing these games into various aspects of
our environment.
Social media is becoming increasingly attractive for users. It is a
fast way to communicate ideas and a key source of information. It
is therefore one of the most influential mediums of communication
of our time and an important area for audience research. The growth
of social media invites many new questions such as: How can we
analyze social media? Can we use traditional audience research
methods and apply them to online content? Which new research
strategies have been developed? Which ethical research issues and
controversies do we have to pay attention to? This book focuses on
research strategies and methods for analyzing social media and will
be of interest to researchers and practitioners using social media,
as well as those wanting to keep up to date with the subject. This
book was originally published as a special issue of the Journal of
Technology in Human Services.
Dieses essential erklärt, wie sich helfende Beziehungen in den
Bereichen Beratung, Coaching und Psychotherapie mit den
Möglichkeiten der avatar-basierten Gestaltung virtueller Realität
umsetzen lassen. Insbesondere im klinisch-therapeutischen Bereich
entwickeln sich zusehends dreidimensionale virtuelle Interventions-
und Arbeitsmethoden. Die Möglichkeiten des Social Web eröffnen
eine Vielzahl neuer Formen online-gestĂĽtzter Kollaboration und
Interaktion von Menschen, sei es face-to-face oder mittels
virtueller Repräsentanten.
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