標題: Titlebook: Interactive Multimedia Learning; Using Social Media f Johannes Konert Book 2015 Springer International Publishing Switzerland 2015 Content [打印本頁] 作者: T-Lymphocyte 時間: 2025-3-21 18:05
書目名稱Interactive Multimedia Learning影響因子(影響力)
作者: 空氣 時間: 2025-3-21 23:05
978-3-319-38480-1Springer International Publishing Switzerland 2015作者: VAN 時間: 2025-3-22 03:24
Interactive Multimedia Learning978-3-319-10256-6Series ISSN 2190-5053 Series E-ISSN 2190-5061 作者: altruism 時間: 2025-3-22 04:33
Johannes KonertNominated 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 addr作者: 酷熱 時間: 2025-3-22 09:26 作者: A簡潔的 時間: 2025-3-22 13:33
Implemented Scenarios and Evaluation Results,ribed below. The implementation was realized to investigate the acceptance of the conceptualized components by end-users, evaluate their impact on knowledge exchange and user experience, and finally, in the case of the group formation algorithm, to conduct a comparison with algorithms from related work.作者: Arable 時間: 2025-3-22 20:42
2190-5053 erious games.Describes an interdisciplinary approach to addr.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, re作者: laceration 時間: 2025-3-22 22:17 作者: 難理解 時間: 2025-3-23 04:39
Related Work,s and social media (illustrated in Fig.?.). Each section will introduce the terms and models of pedagogy, serious games, and social media in the opening of each respective part. Finally, the chapter concludes with the key aspects to be addressed in the following chapters.作者: 產(chǎn)生 時間: 2025-3-23 07:17 作者: Afflict 時間: 2025-3-23 09:49
Introduction,lowing, covering the underlying motivation for the addressed topics (Sect.?.), a summary of the contributions (Sect.?.), the research approach (Sect.?.), and an outline of the thesis’ organization (Sect.?.).作者: 可憎 時間: 2025-3-23 14:21 作者: 嫌惡 時間: 2025-3-23 19:15 作者: URN 時間: 2025-3-24 01:30
Book 2015ucational 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 prese作者: AUGUR 時間: 2025-3-24 04:03
cost model. To study the impact for process execution, we present a compiler for BPMN Choreographies, with an intermediary layer, which can support multi-platform output, and provide a translation to TEAL contracts, the smart contract language of Algorand. We compare the cost of executing processes作者: LUDE 時間: 2025-3-24 08:55 作者: arrogant 時間: 2025-3-24 12:06 作者: 精確 時間: 2025-3-24 18:32 作者: 過份好問 時間: 2025-3-24 20:52 作者: Cognizance 時間: 2025-3-25 01:17
Johannes Konerted satisfaction with the technological services offered during the Covid-19 pandemic. It also showed society’s preparedness, readiness, and willingness to engage with new technologies and electronic services provided by the government. Users indicated high satisfaction with the services, indicating 作者: paltry 時間: 2025-3-25 04:49 作者: 手術(shù)刀 時間: 2025-3-25 10:57 作者: ASTER 時間: 2025-3-25 13:44
ed satisfaction with the technological services offered during the Covid-19 pandemic. It also showed society’s preparedness, readiness, and willingness to engage with new technologies and electronic services provided by the government. Users indicated high satisfaction with the services, indicating 作者: violate 時間: 2025-3-25 17:05
Johannes Konerte time of the crisis. The analysis is provided through a detailed examination of key sectors, including small and medium enterprises, logistics and supply chain, food security, and labor market...While acknowle978-981-97-2964-7978-981-97-2962-3Series ISSN 2522-8854 Series E-ISSN 2522-8862 作者: 發(fā)生 時間: 2025-3-25 23:01 作者: 殺子女者 時間: 2025-3-26 02:54 作者: 摘要 時間: 2025-3-26 06:38
Game Adaptation and Personalization Support,ial media metrics is first examined before social game interactions (Sect.?5.2) are subsequently addressed, as they appeared to be of more interest and potential for research. Details about the corresponding designed API methods can be found in Sect.?A.1.作者: Estimable 時間: 2025-3-26 10:56 作者: visceral-fat 時間: 2025-3-26 13:02 作者: 泥沼 時間: 2025-3-26 20:37 作者: Conducive 時間: 2025-3-27 00:01 作者: 沙草紙 時間: 2025-3-27 04:34
Johannes Konertcrises. Entrepreneurs, small and medium enterprises, and large corporations proved to be capable of utilizing innovation and technology to survive the economic and financial consequences of the COVID-19 pandemic. Many enterprises have succeeded in turning the pandemic crisis into viable business opp作者: Tidious 時間: 2025-3-27 08:18 作者: collagen 時間: 2025-3-27 11:32
Johannes Konertise to the global business perspectives.Elaborates on how th.This book assesses the resilience of enterprises and their abilities to adapt to changing circumstances and new business environments in the time of crises. Entrepreneurs, small and medium enterprises, and large corporations proved to be c作者: 遍及 時間: 2025-3-27 14:10
Johannes Konertms and functionalities. This chapter undertakes an exhaustive exploration of the challenges and ramifications stemming from this unprecedented crisis within these pivotal sectors. It delves deep into the swift disruptions precipitated by the pandemic, causing operational standstills, closures, and i作者: 運動吧 時間: 2025-3-27 21:06 作者: cajole 時間: 2025-3-28 01:07 作者: Flinch 時間: 2025-3-28 05:28
Introduction,ed by playful practice and knowledge exchange among others. Thus, insights and methodical approaches are passed on from generation to generation. How the aspects of gaming, the related learning, and the field of social media are envisioned to be interconnected among each other is outlined in the fol作者: carbohydrate 時間: 2025-3-28 06:15 作者: sigmoid-colon 時間: 2025-3-28 13:44
Approach and Concept for Social Serious Games Creation,undary conditions are primarily set, under which the following proposed concept is designed (Sect.?.). As the approach towards social serious games appears to be quite novel, the term is later defined for a more clear understanding (Sect.?.). Hypotheses are formulated as a basis for the design (Sect作者: 絕食 時間: 2025-3-28 17:57
Content Integration Model for Peer Tutoring, (single-player) educational game. It aims to support the requested aspects of social interaction, peer tutoring, and suitable tasks and respects asynchronous play, as well as beneficial social media interaction. To achieve this, four major aspects of the content integration model are described here作者: Derogate 時間: 2025-3-28 18:46
Game Adaptation and Personalization Support,tes can also be realized by interaction and influences directly made by connected individuals not playing at the moment, but whom are notified via social media applications’ news feeds (both aspects are visualized in Fig.?5.1). As such, befriended people from the surrounding social network can contr作者: 匍匐前進 時間: 2025-3-28 23:48
Peer Group Formation for Learning, technique to match users by considering homogeneous and heterogeneous criteria for matching. First, the chapter identifies the requirements for the algorithmic design, based on the findings from related work analysis and the . (Sect.?.). Second, the modeling of matching criteria is derived (Sect.?.作者: synovial-joint 時間: 2025-3-29 04:19