My Account Log in

1 option

The World of Games: Technologies for Experimenting, Thinking, Learning : XXIII Professional Culture of the Specialist of the Future, Volume 2 / edited by Daria Bylieva, Alfred Nordmann.

Springer eBooks EBA - Intelligent Technologies and Robotics Collection 2023 Available online

View online
Format:
Book
Author/Creator:
Bylieva, Daria.
Contributor:
Nordmann, Alfred.
Series:
Lecture Notes in Networks and Systems, 2367-3389 ; 829
Language:
English
Subjects (All):
Engineering--Data processing.
Engineering.
Computers and civilization.
Computational intelligence.
Data Engineering.
Computers and Society.
Computational Intelligence.
Local Subjects:
Data Engineering.
Computers and Society.
Computational Intelligence.
Physical Description:
1 online resource (420 pages)
Edition:
1st ed. 2023.
Place of Publication:
Cham : Springer Nature Switzerland : Imprint: Springer, 2023.
Summary:
This book reflects the various dimensions of play. It gathers together experience with role-play, tabletop, and online games and develops and assesses tools. It also reflects the human condition in this world of games as it becomes a digital world. We are living in a World of Games where every game is a world through which we learn about the world. A World of Games is fun and engaging, but it also provides deceptive pleasures. What may seem like fun is far from harmless. And then there are the many ways of learning in the mode of play.
Contents:
Part I: From Building Blocks to Augmented Reality Glasses - Technologies for Gaming
The Metaverse: Changing the Landscape of Media Education
Application of Phygital Games at the University in the Context of Digitalization
An EON-XR Augmented Reality Application for Motivation Stimulation and Vocabulary Training of Master’s Degree Students Majoring in Civil Engineering
Game Technologies and High-Fidelity Patient Simulation in the field of Psychology and Medicine
Video Games in Teaching Audiovisual Translation to University Students
Development of a Play and Program Mobile Application Based on the Gamification Methodology
Experience of Non-linguistics Students Creating Online Games on Foreign Language Grammar
Part II: Games in Various Educational Environments
Using Game Practices to Identify Teams Capable of Generating Entrepreneurial Ideas
The Phenomenon of "Social Responsibility" as a Construct of the Humanitarian Educational Ecosystem for the Training of Future Engineers: Perspectives, Forms, Approaches
The Use of Gamification Elements for the Development of Creativity in Engineering
Designing Tabletop Games for Individuals with Disabilities through Student Project activity
Computer Games and Literary Education: Opportunities and Limitations
A Gamification Conceptual Framework for Marketing Courses
The Formative Role of "Model UN" in the Development of the Professional Personality of Diplomats
Unlocking the Power of Gamification: Evaluating the Efficacy of Wizer.me in EFL Vocabulary Acquisition
Assessment of the Creative Freedom of Students Trained in the Acting Technique "Demidov Études"
The Development of Ethno-Cultural Empathy within a Multicultural Educational Environment: Peculiarities and Role-Playing Experiences
Moot Court Competition in a Foreign Language : Developing Professional Competencies through a Business Game
Gaming Technologies in the Formation of Legal Students’ Professional Competencies: Moot Courts
Technologies for Innovative Potential Development of University Students majoring in Engineering
Gamification in Teaching Foreign Languages to Economics Students: A Case Study
Visual Novels as a Means of Business Communication Skills Development for Computer Science Students
WebQuest as a Means for Students’ Soft Skills Development in Engineering Foreign Language Education
Problem-Based Role Plays in Teaching English to Students of Humanities
A Business Game Introduction into Foreign Language Training of Materials Science and Engineering Students
Gamification in Foreign Language Education: Development of Lexical Skills in Teaching a Second Foreign Language at the University
Gamified Communication as a Didactic tool for Mastering a Professionally Oriented Video Course in a Foreign Language
The use of role-playing games to develop the skills of constructive communication of healthcare professionals
The Use of Games in English Language Lessons as a Means of Communication.
Notes:
Description based on publisher supplied metadata and other sources.
Other Format:
Print version: Bylieva, Daria The World of Games: Technologies for Experimenting, Thinking, Learning
ISBN:
9783031480164
3031480163
OCLC:
1411311315

The Penn Libraries is committed to describing library materials using current, accurate, and responsible language. If you discover outdated or inaccurate language, please fill out this feedback form to report it and suggest alternative language.

My Account

Shelf Request an item Bookmarks Fines and fees Settings

Guides

Using the Library Catalog Using Articles+ Library Account