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be used in all subsequent chapters. The eleven chapters that follow cover the creation of serious games (design, authoring processes and;
Vergelijkbare producten zoals Serious Games: Foundations, Concepts and Practice
will be used in all subsequent chapters. The eleven chapters that follow cover the creation of serious games (design, authoring processes and;
Vergelijkbare producten zoals Serious Games
motivate and educate the players. Serious games can be of any genre, use any game technology, and be developed for any platform. They can be;
Vergelijkbare producten zoals Design and Use of Serious Games
provide principles, as well as hands-on knowledge to plan, design, test and apply serious games successfully in a law enforcement environment. A;
Vergelijkbare producten zoals Serious Games for Enhancing Law Enforcement Agencies
Serious Games in Personalized Learning investigates game-based teaching and learning at a time when learning and training systems are;
Vergelijkbare producten zoals Serious Games in Personalized Learning: New Models for Design and Performance
Serious Games in Personalized Learning investigates game-based teaching and learning at a time when learning and training systems are;
Vergelijkbare producten zoals Serious Games in Personalized Learning: New Models for Design and Performance
, in June 2015. This conference bundles the activities of the International Conference on Serious Games Development and Applications, SGDA, and the;
Vergelijkbare producten zoals Serious Games
This book constitutes the refereed proceedings of the 5th International Conference on Serious Games Development and Applications, SGDA 2014;
Vergelijkbare producten zoals Serious Games Development and Applications
cover a broad spectrum of topics: Serious Game Design; Serious Game Analytics; Virtual and Mixed Reality Applications; Gamification Theory;
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This book constitutes the refereed proceedings of the 3rd International Conference on Serious Games Development and Applications, SGDA 2012;
Vergelijkbare producten zoals Serious Games Development and Applications
, Australia, in September 2016. This conference bundles the activities of the International Conference on Serious Games Development and Applications;
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Netherlands (Oct 1-2, 2014). It covers three major domains of education applications that use simulation and serious games: Science, Technology;
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Cover image by Zupagrafika Serious Fun is about architecture and urban design games that have been conceived and created by architects;
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This book constitutes the refereed proceedings of the 4th International Conference on Serious Games Development and Applications, SGDA 2013;
Vergelijkbare producten zoals Serious Games Development and Applications
Serious Games, ICEC-JCSG 2019, held in Arequipa, Peru, in November 2019. The 26 full papers, 5 short papers, and 16 poster, demonstration, and;
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, bespoke serious games, and adaptation of commercial off-the shelf games for education and narrative design, giving readers a thorough;
Vergelijkbare producten zoals Serious Games and Edutainment Applications
the latest developments, technologies and possibilities in the development and use of serious games with a special focus on how different;
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. The papers offer a wide range in the use of serious games in several fields like learning, simulation, training, health, well-being;
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application of the ten steps in relation to the design of serious games, learning networks, social media, and new developments in educational;
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This book highlights the challenges and potential of educational learning or industry-based training using serious games and social media;
Vergelijkbare producten zoals Trends And Applications Of Serious Gaming And Social Media
developing learning games. This volume includes: [bullet] A summary of the key elements of design and development that require particular attention;
Vergelijkbare producten zoals Design and Development of Training Games
Serious Games provides a thorough exploration of the claim that playing games can provide learning that is deep, sustained and transferable;
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informed than is ideal or necessary. This book presents the procedures for evaluation of the efficacy of health games and their design components.;
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There is wide interest in the potential of 'serious' video games as vehicles for learning. Especially in the health education domain, there;
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The recent re-emergence of serious games as a branch of video games and as a promising frontier of education has introduced the concept;
Vergelijkbare producten zoals Serious Games and Edutainment Applications
games and game design. Video games already depend on AI. We use games to test AI algorithms, challenge our thinking, and better understand both;
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When trainers use games, learners win big. As a trainer interested in game design, you know that games are more effective than lectures;
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