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標題: Titlebook: Geogames and Geoplay; Game-based Approache Ola Ahlqvist,Christoph Schlieder Book 2018 Springer International Publishing Switzerland 2018 AR [打印本頁]

作者: incontestable    時間: 2025-3-21 20:03
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作者: receptors    時間: 2025-3-21 22:44
Defining a Geogame Genre Using Core Concepts of Games, Play, and Geographic Information and Thinkinenge”. NSF argued in this report that the heavy investment and focus on Cyberinfrastructures must be complemented by a parallel investment in Cyberlearning, “…learning that is mediated by networked computing and communications technologies.” (Borgman et al. 2008). The rationale was that information
作者: Abbreviate    時間: 2025-3-22 03:54
OriGami: A Mobile Geogame for Spatial Literacy,nding from STEM to social sciences and arts. Spatial literacy is central in primary and secondary school curricula in many countries, and not only possesses the potentials of individual success but also fosters the importance of spatial information use in society. There is wide agreement on the tran
作者: MILL    時間: 2025-3-22 07:02

作者: Benign    時間: 2025-3-22 09:32
Addressing Uneven Participation Patterns in VGI Through Gamification Mechanisms,that arise with patterns of participation. More specifically, three issues are identified: (1) high productive contributors show little commitment to return and update geographic features they created, (2) the gap between the accumulated percentage of created features and the accumulated percentage
作者: 檔案    時間: 2025-3-22 14:54

作者: 檔案    時間: 2025-3-22 18:12

作者: 細胞學    時間: 2025-3-22 22:26
The Design and Play of Geogames as Place-Based Education,places to facilitate playful and interactive experiences. At a basic level, we can think of a mobile application’s ability to locate where you are (via GPS, QR codes, Bluetooth beacons, image recognition, etc.) and use that information to direct you towards specific objects or locations within a pla
作者: 無可爭辯    時間: 2025-3-23 02:49

作者: 歸功于    時間: 2025-3-23 07:14

作者: 破譯密碼    時間: 2025-3-23 13:14
Geocaching on the Moon,e Moon has fascinated people for thousands of years. Even though humanity has accomplished great achievement of lunar exploration, only 12 people have thus far landed on the Moon; It remains inaccessible for the rest of us. To rectify this, . is a geocaching, multiplayer, mixed reality game that bri
作者: 蝕刻    時間: 2025-3-23 14:42

作者: 散布    時間: 2025-3-23 18:13
Zukunft der Pflegeversicherung, how integral maps are to the board game RISK, how video game players navigate through a realistic ‘world’ in pursuit of a goal, the millions of Pokemon Go players navigating the real world to find new Pokemon. Even the very abstract maps of Monopoly and Chess are inherently geographical, utilizing
作者: 消音器    時間: 2025-3-24 00:56
https://doi.org/10.1007/978-3-322-81266-7enge”. NSF argued in this report that the heavy investment and focus on Cyberinfrastructures must be complemented by a parallel investment in Cyberlearning, “…learning that is mediated by networked computing and communications technologies.” (Borgman et al. 2008). The rationale was that information
作者: Cougar    時間: 2025-3-24 06:10
J?rg Breitenbach,Dagmar Fischernding from STEM to social sciences and arts. Spatial literacy is central in primary and secondary school curricula in many countries, and not only possesses the potentials of individual success but also fosters the importance of spatial information use in society. There is wide agreement on the tran
作者: 激勵    時間: 2025-3-24 08:01
,Konzert der Vielfalt – Projektmanagement,of negotiation and consensus building. Negotiation, as considered in this work, is a process of communication in which parties exchange their messages, opinions, or statements in order to influence the other party (Fisher 1991). In simple terms, negotiation is a discussion between two or more disput
作者: 四指套    時間: 2025-3-24 12:45
,Intellectual Property – Patente und Marken,that arise with patterns of participation. More specifically, three issues are identified: (1) high productive contributors show little commitment to return and update geographic features they created, (2) the gap between the accumulated percentage of created features and the accumulated percentage
作者: 卜聞    時間: 2025-3-24 18:39

作者: Estrogen    時間: 2025-3-24 19:20
https://doi.org/10.1007/978-3-662-28642-5 is the difficulty of suitable embedding of game concepts in an environment. In order to reach players from different places, LBG concepts need to be relocalized in a way which preserves the particular attractiveness of a game. What are criteria for high-quality (re-)localization? While the problem
作者: 推延    時間: 2025-3-25 01:51
https://doi.org/10.1007/978-3-663-16080-9places to facilitate playful and interactive experiences. At a basic level, we can think of a mobile application’s ability to locate where you are (via GPS, QR codes, Bluetooth beacons, image recognition, etc.) and use that information to direct you towards specific objects or locations within a pla
作者: 返老還童    時間: 2025-3-25 04:26
Carl J. Friedrich U. J. D. (Hon.)stretches back to the invention of ancient “map games” such as chess and Go. Both fields have advanced rapidly in the past two decades, spurred by the rapid expansion of computer graphical and processing capabilities (Ahlqvist 2011). GIS analysts and video game designers might be surprised by the si
作者: output    時間: 2025-3-25 07:52
https://doi.org/10.1007/978-3-642-86334-9aboratories involving the use of high-end, complex GIS software with a steep learning curve. This chapter demonstrates one way to convert one such laboratory course into a quest-based learning (QBL) environment. The chapter illustrates how I am currently using .’s Quest-Based Learning Management Sys
作者: 不公開    時間: 2025-3-25 11:53
Ergebnisse der konfirmatorischen Studie,e Moon has fascinated people for thousands of years. Even though humanity has accomplished great achievement of lunar exploration, only 12 people have thus far landed on the Moon; It remains inaccessible for the rest of us. To rectify this, . is a geocaching, multiplayer, mixed reality game that bri
作者: 過濾    時間: 2025-3-25 16:38

作者: 灌輸    時間: 2025-3-25 22:30

作者: Metamorphosis    時間: 2025-3-26 03:26
978-3-319-79423-5Springer International Publishing Switzerland 2018
作者: 游行    時間: 2025-3-26 05:09
Geogames and Geoplay978-3-319-22774-0Series ISSN 1867-2434 Series E-ISSN 1867-2442
作者: fringe    時間: 2025-3-26 08:57

作者: 保存    時間: 2025-3-26 14:20
Book 2018inary field. Its scope ranges from fundamentals about games and play, geographic information technologies, game design and culture, to current examples and forward looking analysis..Of interest to anyone interested in creating and using Geogames, this volume serves as a channel for sharing early exp
作者: cravat    時間: 2025-3-26 20:24

作者: EWE    時間: 2025-3-27 00:22

作者: faultfinder    時間: 2025-3-27 01:10

作者: 揉雜    時間: 2025-3-27 08:14

作者: Loathe    時間: 2025-3-27 11:15
(Re-)Localization of Location-Based Games,alization, understood as a mapping of game actions and narratives into environmental affordances. We illustrate the use of the criteria in terms of a simple conquer game with two different narratives and two different environmental embeddings, as well as with an existing multi-player geogame.
作者: 極大的痛苦    時間: 2025-3-27 15:46
Geocaching on the Moon,the Moon in the virtual world while moving around on the Earth. The game-playing facilitates communication and social interactions among players, which could facilitate the formation of a large lunar geocaching community on the Earth.
作者: BLAND    時間: 2025-3-27 20:29
https://doi.org/10.1007/978-3-322-81266-7and communication technologies had reached a critical tipping point where high-end computing, cyberinfrastructures and mobile technologies were readily available for billions of users, but it was still unclear what affordances they could bring to learning in structured classroom settings and more informal learning environments.
作者: 不能根除    時間: 2025-3-28 00:15
Defining a Geogame Genre Using Core Concepts of Games, Play, and Geographic Information and Thinkinand communication technologies had reached a critical tipping point where high-end computing, cyberinfrastructures and mobile technologies were readily available for billions of users, but it was still unclear what affordances they could bring to learning in structured classroom settings and more informal learning environments.
作者: Deceit    時間: 2025-3-28 02:46

作者: SPALL    時間: 2025-3-28 08:32

作者: avulsion    時間: 2025-3-28 14:27
Teaching Geogame Design: Game Relocation as a Spatial Analysis Task,ccessible to students. Furthermore, we present a method, place storming, which permits students to search the geographic environment for potential places of game actions. The chapter concludes with the description of a software tool that supports students to solve the spatial analysis tasks involved in game relocation.
作者: conservative    時間: 2025-3-28 16:08
A Cost-effective Workflow for Depicting Landscapes in Immersive Virtual Environments,hen representing complex scenes, and use layers to organize their data sources (Shepherd and Bleasdale-Shepherd 2009). Overlapping engagements with simulation, multi-party collaboration, and the web indicate that GIS and video game technologies may be headed down converging paths (Ahlqvist 2011).
作者: FISC    時間: 2025-3-28 21:14
1867-2434 reference accessible to researchers and practitioners interThis book brings together contributions from researchers, GIS professionals and game designers to provide a first overview of this highly interdisciplinary field. Its scope ranges from fundamentals about games and play, geographic informati
作者: 天賦    時間: 2025-3-29 00:10

作者: Fecundity    時間: 2025-3-29 06:38
J?rg Breitenbach,Dagmar Fischerupport for Thinking Spatially 2006). Approaches using minimal GIS for all grade levels at school, when particular spatial concepts were used incidentally, follow this direction in several studies (Bartoschek et al. 2010; Battersby et al. 2006; Marsh et al. 2007). Curricula all over the world reflect
作者: PAD416    時間: 2025-3-29 09:00

作者: Nibble    時間: 2025-3-29 14:27

作者: GUILE    時間: 2025-3-29 17:38
https://doi.org/10.1007/978-3-642-86334-9he US Department of Labor’s geospatial technology industry’s competency model, thus encouraging learners to see this as an opportunity to plan for future employment. Finally, this chapter discusses some of the difficulties of course mapping a complex, full-semester course. In particular it illustrat




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