
2010, ISBN: 9048181410
[EAN: 9789048181414], Neubuch, [SC: 0.0], [PU: Springer Netherlands], HOLM; SERIOUSGAMES; CALCULUS; COMPLEXITY; DEVELOPMENT; GAMEDEVELOPMENT; GAMETECHNOLOGY; GAME-BASEDLEARNING; INTERFACE… Meer...
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2010, ISBN: 9789048181414
Springer, Taschenbuch, Auflage: Softcover reprint of hardcover 1st ed. 2009, 216 Seiten, Publiziert: 2010-10-28T00:00:01Z, Produktgruppe: Buch, 0.75 kg, Sozialwissenschaft, Kategorien, Bü… Meer...
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2010, ISBN: 9789048181414
Springer, Taschenbuch, Auflage: Softcover reprint of hardcover 1st ed. 2009, 216 Seiten, Publiziert: 2010-10-28T00:00:01Z, Produktgruppe: Buch, 1 kg, Business & Karriere, Kategorien, Büch… Meer...
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2010, ISBN: 9048181410
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Softcover reprint of hardcover 1st ed. 2009 Kartoniert / Broschiert Lehrmittel, Lerntechnologien, E-Learning, Konstruktion, Entwurf, Software Engineering, Computermodellierung und -simu… Meer...
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2010, ISBN: 9048181410
gebonden uitgave
Softcover reprint of hardcover 1st ed. 2009 Kartoniert / Broschiert Lehrmittel, Lerntechnologien, E-Learning, Konstruktion, Entwurf, Software Engineering, Computermodellierung und -simu… Meer...
Achtung-Buecher.de MARZIES.de Buch- und Medienhandel, 14621 Schönwalde-Glien Verzendingskosten:Versandkostenfrei innerhalb der BRD. (EUR 0.00) Details... |


2010, ISBN: 9048181410
[EAN: 9789048181414], Neubuch, [SC: 0.0], [PU: Springer Netherlands], HOLM; SERIOUSGAMES; CALCULUS; COMPLEXITY; DEVELOPMENT; GAMEDEVELOPMENT; GAMETECHNOLOGY; GAME-BASEDLEARNING; INTERFACE… Meer...

2010, ISBN: 9789048181414
Springer, Taschenbuch, Auflage: Softcover reprint of hardcover 1st ed. 2009, 216 Seiten, Publiziert: 2010-10-28T00:00:01Z, Produktgruppe: Buch, 0.75 kg, Sozialwissenschaft, Kategorien, Bü… Meer...

2010
ISBN: 9789048181414
Springer, Taschenbuch, Auflage: Softcover reprint of hardcover 1st ed. 2009, 216 Seiten, Publiziert: 2010-10-28T00:00:01Z, Produktgruppe: Buch, 1 kg, Business & Karriere, Kategorien, Büch… Meer...
2010, ISBN: 9048181410
gebonden uitgave
Softcover reprint of hardcover 1st ed. 2009 Kartoniert / Broschiert Lehrmittel, Lerntechnologien, E-Learning, Konstruktion, Entwurf, Software Engineering, Computermodellierung und -simu… Meer...
2010, ISBN: 9048181410
gebonden uitgave
Softcover reprint of hardcover 1st ed. 2009 Kartoniert / Broschiert Lehrmittel, Lerntechnologien, E-Learning, Konstruktion, Entwurf, Software Engineering, Computermodellierung und -simu… Meer...
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Gedetalleerde informatie over het boek. - Design and Use of Serious Games (Intelligent Systems, Control and Automation: Science and Engineering, Band 37)
EAN (ISBN-13): 9789048181414
ISBN (ISBN-10): 9048181410
Gebonden uitgave
pocket book
Verschijningsjaar: 2010
Uitgever: Kankaanranta, Marja Helena, Neittaanmäki, Pekka, Springer
216 Bladzijden
Gewicht: 0,334 kg
Taal: eng/Englisch
Boek bevindt zich in het datenbestand sinds 2011-03-28T23:29:31+02:00 (Amsterdam)
Detailpagina laatst gewijzigd op 2022-12-14T08:56:32+01:00 (Amsterdam)
ISBN/EAN: 9789048181414
ISBN - alternatieve schrijfwijzen:
90-481-8141-0, 978-90-481-8141-4
alternatieve schrijfwijzen en verwante zoekwoorden:
Titel van het boek: serious games, game design
Gegevens van de uitgever
Auteur: Marja Helena Kankaanranta
Titel: Intelligent Systems, Control and Automation: Science and Engineering; Design and Use of Serious Games
Uitgeverij: Springer; Springer Netherland
206 Bladzijden
Verschijningsjaar: 2010-10-28
Dordrecht; NL
Gedrukt / Gemaakt in
Gewicht: 0,454 kg
Taal: Engels
109,99 € (DE)
BC; Engineering Design; Hardcover, Softcover / Technik/Maschinenbau, Fertigungstechnik; Konstruktion, Entwurf; Verstehen; Holm; Serious Games; calculus; complexity; design; development; game development; game technology; game-based learning; interface; language; simulation; structured analysis; technology; user-driven design; Software Engineering; Simulation and Modeling; Educational Technology; Teaching and Teacher Education; Engineering Design; Software Engineering; Computer Modelling; Digital Education and Educational Technology; Teaching and Teacher Education; Software Engineering; Computermodellierung und -simulation; Lehrmittel, Lerntechnologien, E-Learning; Lehrerausbildung; BB
Part I Game Production:Three Approaches Towards Teaching Game Production, by Tuomas Mäkilä, Harri Hakonen, Jouni Smed, Andy Best; Design and Architecture of Sidh – a Cave Based Firefighter Training Game, by Mikael Lebram, Per Backlund, Henrik Engström, Mikael Johannesson; Human-Centred Design and Exercise Games – User’s Experiences of a Fitness Adventure Prototype, by Antti Väätänen, Jaana Leika; Children's Involvement in the Design of Game-Based Learning Environments. Cases Talarius and Virtual Peatland, by Tuula Nousiainen; Part II Learning: Designing Serious Games for Computer Assisted Language Learning – a Framework for Development and Analysis, by Bente Meyer, Birgitte Holm Sørensen; Competence Complexity and Obvious Learning; Experience from Making a Language Learning Game, by Ellen Brox, Audun Heggelund, Gunn Evertsen; The Attitudes of Finnish School Teachers Towards Commercial Educational Games, by Minna Klemetti, Olli Taimisto, Paula Karppinen; Using Videogames as Educational Tools: Building Bridges Between Commercial and Serious Games, by Pilar Lacasa, Laura Méndez, Rut Martíne; Part III Social Perspective: Let’s Play Together with the Camera of Your Mobile Device, by Ekaterina Kuts, Carolina Islas-Sedano, Erkki Sutinen; AnimalClass: Social Networks in Gaming, by Harri Ketamo, Marko Suominen; Multiplayer Interface for a Computer-Augmented Learning Game, by Ari Putkonen, Markus Forstén; Part IV Technical Applications: RACER: A Non-Commercial Driving Game which Became a Serious Tool in the Research of Driver Fatigue, by Narciso González, Igor Kalyakin, Heikki Lyytinen; VIPROSA – Game-like Tool for Visual Process Simulation and Analysis, by Tapani Liukkonen.Andere boeken die eventueel grote overeenkomsten met dit boek kunnen hebben:
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