reine Buchbestellungen ab 5 Euro senden wir Ihnen Portofrei zuDiesen Artikel senden wir Ihnen ohne weiteren Aufpreis als PAKET

Interactive Multimedia Learning
(Englisch)
Using Social Media for Peer Education in Single-Player Educational Games
Johannes Konert

Print on Demand - Dieser Artikel wird für Sie gedruckt!

86,45 €

inkl. MwSt. · Portofrei
Dieses Produkt wird für Sie gedruckt, Lieferzeit ca. 10 Werktage
Menge:

Interactive Multimedia Learning

Seiten
Erscheinungsdatum
Ausstattung
Erscheinungsjahr
Sprache
Kategorie
Buchtyp
Warengruppenindex
Warengruppe
Laenge
Breite
Hoehe
Gewicht
Hersteller Artikelnummer
Herkunft
Relevanz
Referenznummer
Verantwortlich für dieses Produkt
  • Springer Basel AG
    Picassoplatz 4
    CH-4010 Basel
    +41 61 2050707
Moluna-Artikelnummer
  • 448749142

Produktbeschreibung

Nominated as an outstanding PhD thesis by Technische Universitaet Darmstadt, Germany

Presents cutting-edge research in the field of social serious games

Describes an interdisciplinary approach to addressing core issues in technology-enhanced learning


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.


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.
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.



Inhaltsverzeichnis

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.


Klappentext

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.


Nominated as an outstanding PhD thesis by Technische Universitaet Darmstadt, Germany

rn

Presents cutting-edge research in the field of social serious games

rn

Describes an interdisciplinary approach to addressing core issues in technology-enhanced learning

rn

Includes supplementary material: sn.pub/extras

rn



Datenschutz-Einstellungen