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標(biāo)題: Titlebook: Game-Based Learning Across the Lifespan; Cross-Generational a Margarida Romero,Kimberly Sawchuk,Hubert Ouellet Book 2017 The Editor(s) (if [打印本頁(yè)]

作者: 可樂(lè)    時(shí)間: 2025-3-21 16:59
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作者: TAG    時(shí)間: 2025-3-21 22:11

作者: 舔食    時(shí)間: 2025-3-22 04:06

作者: Halfhearted    時(shí)間: 2025-3-22 08:19
Miami Six-O: Lessons Learned From an Intergenerational Game Design Workshop,that shared popular culture references and design themes such as competition, creativity, diversion, and social connectedness were helpful in moving the creative process forward and overcoming generational differences.
作者: 消音器    時(shí)間: 2025-3-22 11:25
Blurring the Lines of Age: Intergenerational Collaboration in Alternate Reality Games,ults. These focus on ways to promote collaboration, blurring the boundaries between real life and the game, utilizing collaborative storytelling, and using demographic-specific mixed media as part of ARGs.
作者: genuine    時(shí)間: 2025-3-22 16:53

作者: genuine    時(shí)間: 2025-3-22 17:45

作者: 浸軟    時(shí)間: 2025-3-23 01:06
America’s Most Successful Startupsintroduce the Game Design for Lifelong Learning Playful Experience (GD-LLL-PE) including four perspectives (learning, storytelling, gameplay and user experience) and five phases (context and learner analysis, game design, pedagogical integration, play and experience) to study the pedagogical use of digital games across the lifespan.
作者: 格言    時(shí)間: 2025-3-23 05:07

作者: insomnia    時(shí)間: 2025-3-23 06:04

作者: elucidate    時(shí)間: 2025-3-23 10:58

作者: 尊嚴(yán)    時(shí)間: 2025-3-23 14:01

作者: 托運(yùn)    時(shí)間: 2025-3-23 21:00
2567-8086 ies for age-specific game design, development, implementatio.The book provides a systemic view of the state-of-the- art of Digital Game Based Learning (DGBL) across the lifespan, from age-specific game design requirements to technological devices that could overcome child and older adult difficultie
作者: convert    時(shí)間: 2025-3-24 00:00
Promoting Intergenerational Participation Through Game Creation Activities,the Québec City metropolitan area used making a game to bring together the life narrative of an older adult who had immigrated to Québec with secondary level students. The second and third occurrences were held during the . (SGISS) in August, 2015, reuniting participants starting from secondary leve
作者: 阻擋    時(shí)間: 2025-3-24 04:55

作者: Comedienne    時(shí)間: 2025-3-24 09:48
Learning in Later Life While Engaging in Cross-Generational Digital Content Creation and Playful Ed through digital technologies) and a number of different topics (ranging from contemporary digital technologies to literature and arts), while actively creating digital content and playing online digital games. The results show the potential of playful learning activities, and the importance of both
作者: LUT    時(shí)間: 2025-3-24 10:56
Digital Games as a Means of Raising Awareness About Ageism and Gender Discrimination: Three Principn creation and game selection processes for teachers as well as design choices for game developers. The independent digital game development scene served as the primary source for the development of the model. Because games revolving around age- and aging-related topics appear to be exceedingly rare
作者: 使聲音降低    時(shí)間: 2025-3-24 18:19
2567-8086 d for age-specific gamedesign, development, implementation and assessment, a significant portion of the book focuses on case studies where DGBL have been designed and implemented in every age groups and in cross-generational situations..978-3-319-82431-4978-3-319-41797-4Series ISSN 2567-8086 Series E-ISSN 2567-8485
作者: 共同時(shí)代    時(shí)間: 2025-3-24 21:50

作者: GENRE    時(shí)間: 2025-3-25 01:15

作者: FLAGR    時(shí)間: 2025-3-25 06:56
David E. McNabb,Carl R. Swenson through digital technologies) and a number of different topics (ranging from contemporary digital technologies to literature and arts), while actively creating digital content and playing online digital games. The results show the potential of playful learning activities, and the importance of both
作者: grotto    時(shí)間: 2025-3-25 09:39
https://doi.org/10.1057/9780230597945n creation and game selection processes for teachers as well as design choices for game developers. The independent digital game development scene served as the primary source for the development of the model. Because games revolving around age- and aging-related topics appear to be exceedingly rare
作者: FLOAT    時(shí)間: 2025-3-25 15:00

作者: debris    時(shí)間: 2025-3-25 16:08

作者: 休閑    時(shí)間: 2025-3-25 21:22

作者: noxious    時(shí)間: 2025-3-26 01:54
Blurring the Lines of Age: Intergenerational Collaboration in Alternate Reality Games,erational play especially in the context of intergenerational games. In this chapter, we explore the idea of using alternate reality games (ARGs) for intergenerational collaborative learning. ARGs provide an opportunity for pervasive, immersive, gameplay where cooperation and collaboration are often
作者: PIZZA    時(shí)間: 2025-3-26 04:28
Implementing Maker Spaces to Promote Cross-Generational Sharing and Learning, the implementation of maker spaces presents in formal and informal educational settings. We first discuss the main characteristics of the maker movement and illustrate some concrete activities that are taking place in Montreal and Quebec City. We then explore to which extent students build knowledg
作者: pessimism    時(shí)間: 2025-3-26 11:11

作者: 敵手    時(shí)間: 2025-3-26 14:53

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作者: 空洞    時(shí)間: 2025-3-26 23:21

作者: VAN    時(shí)間: 2025-3-27 01:13
America’s Most Successful Startupsayed with players as the sole objective. In other cases, the game experience is combined with some other intentional purposes such as lifelong learning. We designate the use of digital games for Lifelong Learning (LLL) under the term Digital Game-Based Lifelong Learning (DGBLLL). In this chapter we
作者: Palliation    時(shí)間: 2025-3-27 07:44

作者: Sputum    時(shí)間: 2025-3-27 10:32
https://doi.org/10.1057/9780230109605ional goals being pursued. To improve the quality of life for seniors through the use of digital game, we must develop these games so they are able to be adapted to players’ cognitive and physical demands. Using a user-centered design process that relies on an ergonomic approach, we took into accoun
作者: 女上癮    時(shí)間: 2025-3-27 15:35
Inflation and Living Standards,erational play especially in the context of intergenerational games. In this chapter, we explore the idea of using alternate reality games (ARGs) for intergenerational collaborative learning. ARGs provide an opportunity for pervasive, immersive, gameplay where cooperation and collaboration are often
作者: AVOID    時(shí)間: 2025-3-27 19:45

作者: 泥瓦匠    時(shí)間: 2025-3-28 01:51

作者: 教育學(xué)    時(shí)間: 2025-3-28 03:09

作者: Compatriot    時(shí)間: 2025-3-28 08:14

作者: Myofibrils    時(shí)間: 2025-3-28 12:07

作者: 創(chuàng)新    時(shí)間: 2025-3-28 15:09
978-3-319-82431-4The Editor(s) (if applicable) and The Author(s), under exclusive license to Springer Nature Switzerl
作者: Desert    時(shí)間: 2025-3-28 22:17

作者: Urologist    時(shí)間: 2025-3-29 02:59

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作者: theta-waves    時(shí)間: 2025-3-29 08:35





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