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Interactive Multimedia Learning: Using Social Media for Peer Education in Single

US $130.36
ApproximatelyRM 538.52
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Item specifics

Condition
Brand New: A new, unread, unused book in perfect condition with no missing or damaged pages. See all condition definitionsopens in a new window or tab
ISBN-13
9783319384801
Book Title
Interactive Multimedia Learning
ISBN
9783319384801
Subject Area
Mathematics, Computers, Technology & Engineering, Education
Publication Name
Interactive Multimedia Learning : Using Social Media for Peer Education in Single-Player Educational Games
Publisher
Springer International Publishing A&G
Item Length
9.2 in
Subject
Computers & Technology, Telecommunications, Interactive & Multimedia, Applied, Teaching Methods & Materials / General
Publication Year
2016
Series
Springer Theses Ser.
Type
Textbook
Format
Trade Paperback
Language
English
Item Height
0.5 in
Author
Johannes Konert
Item Weight
132.3 Oz
Item Width
6.1 in
Number of Pages
Xxii, 220 Pages

About this product

Product Identifiers

Publisher
Springer International Publishing A&G
ISBN-10
3319384805
ISBN-13
9783319384801
eBay Product ID (ePID)
240480130

Product Key Features

Number of Pages
Xxii, 220 Pages
Language
English
Publication Name
Interactive Multimedia Learning : Using Social Media for Peer Education in Single-Player Educational Games
Publication Year
2016
Subject
Computers & Technology, Telecommunications, Interactive & Multimedia, Applied, Teaching Methods & Materials / General
Type
Textbook
Subject Area
Mathematics, Computers, Technology & Engineering, Education
Author
Johannes Konert
Series
Springer Theses Ser.
Format
Trade Paperback

Dimensions

Item Height
0.5 in
Item Weight
132.3 Oz
Item Length
9.2 in
Item Width
6.1 in

Additional Product Features

Intended Audience
Trade
Number of Volumes
1 vol.
Illustrated
Yes
Table Of Content
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.
Synopsis
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.
LC Classification Number
TK5101-5105.9

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