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Interdisciplinary advancements in ga...
~
Ferdig, Richard E.
Interdisciplinary advancements in gaming, simulations and virtual environmentsemerging trends /
Record Type:
Electronic resources : Monograph/item
Title/Author:
Interdisciplinary advancements in gaming, simulations and virtual environmentsRichard E. Ferdig and Sara de Freitas, editors.
Reminder of title:
emerging trends /
other author:
Ferdig, Richard E.
Published:
Hershey, Pa. :IGI Global (701 E. Chocolate Avenue, Hershey, Pennsylvania, 17033, USA),c2012.
Description:
electronic texts (315 p.) :digital files.
Subject:
Computer-assisted instruction.
Online resource:
http://services.igi-global.com/resolvedoi/resolve.aspx?doi=10.4018/978-1-4666-0029-4
ISBN:
9781466600300 (ebook)
Interdisciplinary advancements in gaming, simulations and virtual environmentsemerging trends /
Interdisciplinary advancements in gaming, simulations and virtual environments
emerging trends /[electronic resource] :Richard E. Ferdig and Sara de Freitas, editors. - Hershey, Pa. :IGI Global (701 E. Chocolate Avenue, Hershey, Pennsylvania, 17033, USA),c2012. - electronic texts (315 p.) :digital files.
Includes bibliographical references.
1. Toward a theory of game-media literacy: playing and building as reading and writing / Idit Harel Caperton -- 2. Narratizing disciplines and disciplinizing narratives: games as 21st century curriculum / Sasha A. Barab, Tyler Dodge and Adam Ingram-Goble -- 3. Exploring cognitive load in immersive educational games: the SAVE Science Project / Brian C. Nelson, Diane Jass Ketelhut and Catherine Schifter -- 4. Multi-modal investigations of relationship play in virtual worlds / Yasmin B. Kafai, Deborah Fields and Kristin A. Searle -- 5. A next gen interface for embodied learning: SMALLab and the Geological Layer Cake / David Birchfield and Mina Johnson-Glenberg -- 6. Wee Wii: preschoolers and motion-based game play / J. Alison Bryant, Anna Akerman and Jordana Drell -- 7. Decoupling aspects in board game modeling / Fulvio Frapolli ... [et al.] -- 8. Effects of playing a history-simulation game: Romance of Three Kingdoms / Shiang-Kwei Wang -- 10. Effects of built-in audio versus unrelated background music on performance in an adventure role-playing game / Siu-Lan Tan, John Baxa and Matthew P. Spackman -- 11. Measuring student perceptions: designing an evidenced centered activity model for a serious educational game development software / Leonard A. Annetta, Shawn Holmes and Meng-Tzu Cheng -- 12. Computer-generated three-dimensional training environments: the simulation, user, and problem-based learning (SUPL) approach / Michael Garrett and Mark McMahon --
Restricted to subscribers or individual electronic text purchasers.
"This book investigates the role of games and computer-mediated simulations in a variety of environments, including education, government, and business, exploring psychological, social, and cultural implications of games and simulations"--Provided by publisher.
Mode of access: World Wide Web.
ISBN: 9781466600300 (ebook)
Standard No.: 10.4018/978-1-4666-0029-4doi
LCCN: 2011044136Subjects--Topical Terms:
203571
Computer-assisted instruction.
Subjects--Index Terms:
Computer gaming scenarios
LC Class. No.: LB1028.5 / .I555 2012e
Dewey Class. No.: 371.33/4
Interdisciplinary advancements in gaming, simulations and virtual environmentsemerging trends /
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Interdisciplinary advancements in gaming, simulations and virtual environments
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[electronic resource] :
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emerging trends /
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Richard E. Ferdig and Sara de Freitas, editors.
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Hershey, Pa. :
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IGI Global (701 E. Chocolate Avenue, Hershey, Pennsylvania, 17033, USA),
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c2012.
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electronic texts (315 p.) :
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digital files.
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Includes bibliographical references.
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1. Toward a theory of game-media literacy: playing and building as reading and writing / Idit Harel Caperton -- 2. Narratizing disciplines and disciplinizing narratives: games as 21st century curriculum / Sasha A. Barab, Tyler Dodge and Adam Ingram-Goble -- 3. Exploring cognitive load in immersive educational games: the SAVE Science Project / Brian C. Nelson, Diane Jass Ketelhut and Catherine Schifter -- 4. Multi-modal investigations of relationship play in virtual worlds / Yasmin B. Kafai, Deborah Fields and Kristin A. Searle -- 5. A next gen interface for embodied learning: SMALLab and the Geological Layer Cake / David Birchfield and Mina Johnson-Glenberg -- 6. Wee Wii: preschoolers and motion-based game play / J. Alison Bryant, Anna Akerman and Jordana Drell -- 7. Decoupling aspects in board game modeling / Fulvio Frapolli ... [et al.] -- 8. Effects of playing a history-simulation game: Romance of Three Kingdoms / Shiang-Kwei Wang -- 10. Effects of built-in audio versus unrelated background music on performance in an adventure role-playing game / Siu-Lan Tan, John Baxa and Matthew P. Spackman -- 11. Measuring student perceptions: designing an evidenced centered activity model for a serious educational game development software / Leonard A. Annetta, Shawn Holmes and Meng-Tzu Cheng -- 12. Computer-generated three-dimensional training environments: the simulation, user, and problem-based learning (SUPL) approach / Michael Garrett and Mark McMahon --
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13. Friendship, closeness and disclosure in Second Life / Don Heider and Adrienne L. Massanari -- 14. Computer gaming scenarios for product development teams / Andrew J. Wodehouse and William J. Ion -- 15. Adaptive interactive narrative model to teach ethics / Rania Hodhod, Daniel Kudenko and Paul Cairns -- 16. Bio-affective computer interface for game interaction / Jorge Arroyo-Palacios and Daniela M. Romano -- 17. Evaluating user experience of actual and imagined movement in BCI gaming / Bram van de Laar ... [et al.] -- 18. Towards games for knowledge acquisition and modeling / Stijn Hoppenbrouwers, Bart Schotten and Peter Lucas -- 19. Automated event recognition for football commentary generation / Maliang Zheng and Daniel Kudenko.
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Restricted to subscribers or individual electronic text purchasers.
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"This book investigates the role of games and computer-mediated simulations in a variety of environments, including education, government, and business, exploring psychological, social, and cultural implications of games and simulations"--Provided by publisher.
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Also available in print.
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Mode of access: World Wide Web.
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Computer-assisted instruction.
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Shared virtual environments.
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Computer gaming scenarios
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Motion-based game play
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Virtual space design
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Freitas, Sara de.
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Chapter PDFs via platform:
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http://services.igi-global.com/resolvedoi/resolve.aspx?doi=10.4018/978-1-4666-0029-4
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000000113529
電子館藏
1圖書
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EB LB1028.5 I555 c2012
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1 records • Pages 1 •
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Multimedia file
http://services.igi-global.com/resolvedoi/resolve.aspx?doi=10.4018/978-1-4666-0029-4
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