Showing 1 - 10 of 225
foundation. The scope of this volume comprises finance, economics, management, organizational theory and public policies. It …
Persistent link: https://www.econbiz.de/10011725906
. Application of behavioral theory in computer game design for health behavior change / Ross Shegog -- …
Persistent link: https://www.econbiz.de/10011726782
"This book is structured into sections that look at some of the challenges related to coalition operations in different types of networks, such as communications and information networks and human and cognitive networks, and looks at other issues that impact the operations of coalitions, the...
Persistent link: https://www.econbiz.de/10011726803
"This book provides a critical discussion of educational standards in mathematics and how communication technologies can support the implementation of common practices across state lines"--Provided by publisher.
Persistent link: https://www.econbiz.de/10011727772
"This book examines modern artificial intelligence to display how it may be applied to computer games. It spans the divide that exists between the academic research community working with advanced artificial intelligence and the games programming community which must create and release new and...
Persistent link: https://www.econbiz.de/10011725844
theory into practice software (ETIPS) / Sara Dexter -- 12. Pervasive game design as an architectural teaching and research …
Persistent link: https://www.econbiz.de/10011726124
Meet Instructional Goals / Yuxin Ma ... [et al.] -- Instructional Game Design Using Cognitive Load Theory / Wenhao David …
Persistent link: https://www.econbiz.de/10011726170
This book challenges scholars and researchers to answer questions such as: How can game design be improved to foster ethical thinking and discourse? What are the theories and methodologies that will help us understand, model, and assess ethical thinking in games? How do we use games in...
Persistent link: https://www.econbiz.de/10011726768
"This book applies the principles of research in the study of human cognition to games, with chapters representing 15 different disciplines in the learning sciences (psychology, serious game design, educational technology, applied linguistics, instructional design, eLearning, computer...
Persistent link: https://www.econbiz.de/10011726800
In order to effectively use games in the classroom, teachers and parents need to agree on games' positive functions toward students' learning, decide and select good educational games relevant to content and tasks in the classroom, and disseminate their acquired knowledge into the teaching...
Persistent link: https://www.econbiz.de/10011726837