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|a 9783319102566
|9 978-3-319-10256-6
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|a 10.1007/978-3-319-10256-6
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|a 621.382
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|a Konert, Johannes.
|e author.
|4 aut
|4 http://id.loc.gov/vocabulary/relators/aut
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|a Interactive Multimedia Learning
|h [electronic resource] :
|b Using Social Media for Peer Education in Single-Player Educational Games /
|c by Johannes Konert.
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|a 1st ed. 2015.
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|a Cham :
|b Springer International Publishing :
|b Imprint: Springer,
|c 2015.
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|a XXII, 220 p. 52 illus., 10 illus. in color.
|b online resource.
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|a text
|b txt
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|a computer
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|a online resource
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|a text file
|b PDF
|2 rda
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|a Springer Theses, Recognizing Outstanding Ph.D. Research,
|x 2190-5061
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|a Introduction -- Related Work -- Approach And Concept for Social Serious Games Creation -- Content Integration Model for Peer Tutoring -- Game Adaptation and Personalization Support -- Peer Group Formation for Learning -- Implemented Scenarios and Evaluation Results -- Conclusions and Outlook.
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|a 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.
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|a Telecommunication.
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|a Education-Data processing.
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|a Mathematics.
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|a Educational technology.
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|a Educational psychology.
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|a Communications Engineering, Networks.
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|a Computers and Education.
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|a Applications of Mathematics.
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|a Digital Education and Educational Technology.
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|a Educational Psychology.
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|a SpringerLink (Online service)
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|t Springer Nature eBook
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|i Printed edition:
|z 9783319102573
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|i Printed edition:
|z 9783319102559
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|i Printed edition:
|z 9783319384801
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830 |
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|a Springer Theses, Recognizing Outstanding Ph.D. Research,
|x 2190-5061
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856 |
4 |
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|u https://doi.uam.elogim.com/10.1007/978-3-319-10256-6
|z Texto Completo
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|a ZDB-2-ENG
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912 |
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|a ZDB-2-SXE
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|a Engineering (SpringerNature-11647)
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|a Engineering (R0) (SpringerNature-43712)
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