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Learning Analytics Cookbook

How to Support Learning Processes Through Data Analytics and Visualization

2020

EN

This book offers an introduction and hands-on examples that demonstrate how Learning Analytics (LA) can be used to enhance digital learning, teaching and training at various levels. While the majority of existing literature on the subject focuses on its application at large corporations, this book develops and showcases approaches that bring LA closer to smaller organizations, and to educational institutions that lack sufficient resources to implement a full-fledged LA infrastructure. In c...

PHP4,051.29

2015

EN

Integrated information systems are increasingly used in schools, and the advent of the technology-rich classroom requires a new degree of ongoing classroom assessment. Able to track web searches, resources used, task completion time, and a variety of other classroom behaviors, technology-rich classrooms offer a wealth of potential information about teaching and learning. This information can be used to track student progress in languages, STEM, and in 21st Century skills, for instance. How...

PHP4,487.92

Games and Learning Alliance

11th International Conference, GALA 2022, Tampere, Finland, November 30 – December 2, 2022, Proceedings

2022

EN

This book constitutes the refereed proceedings of the 11th International Conference on Games and Learning Alliance, GALA 2022, held in Tampere, Finland, in November/December 2022.The 27 full papers and 9 short papers were carefully reviewed and selected from 61 submissions. The papers cover a broad spectrum of topics: Serious Games and Game Design; Serious Games for Instruction; Serious Game for Digital Literacy and Numeracy; Novel Approaches and Application Domains; Taxonomies and ...

PHP4,051.29

Entertainment Computing and Serious Games

International GI-Dagstuhl Seminar 15283, Dagstuhl Castle, Germany, July 5-10, 2015, Revised Selected Papers

2016

EN

The aim of this book is to collect and to cluster research areas in the field of serious games and entertainment computing. It provides an introduction and gives guidance for the next generation of researchers in this field.The 18 papers presented in this volume, together with an introduction, are the outcome of a GI-Dagstuhl seminar which was held at Schloß Dagstuhl in July 2015.

PHP3,116.19

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Immersive Learning Research Network

Second International Conference, iLRN 2016 Santa Barbara, CA, USA, June 27 – July 1, 2016 Proceedings

2016

EN

This book constitutes the refereed proceedings of the Second International Conference of the Immersive Learning Network, iLRN 2016, held in Santa Barbara, CA, USA, in June/July 2016.The proceedings contain 9 full papers carefully reviewed and selected from 45 submissions and the best 5 special track papers. The papers focus on various applications of immersive technologies to learning.

PHP3,116.19

Serious Games

Foundations, Concepts and Practice


2016

EN

This textbook provides an introduction to the fundamentals of serious games, which differ considerably from computer games that are meant for pure entertainment.Undergraduate and graduate students from various disciplines who want to learn about serious games are one target group of this book. Prospective developers of serious games are another, as they can use the book for self-study in order to learn about the distinctive features of serious game design and development. And ultim...

PHP4,051.29

Symbiotic Interaction

5th International Workshop, Symbiotic 2016, Padua, Italy, September 29–30, 2016, Revised Selected Papers

2017

EN

This book is published open access under a CC BY license.This book constitutes the proceedings of the 5th International Workshop on Symbiotic Interaction, Symbiotic 2016, held in Padua, Italy, in October 2016.The 12 full papers and 3 short papers presented in this volume were carefully reviewed and selected from 23 submissions. The idea of symbiotic systems put forward in this workshop capitalizes on the computers’ ability to implicitly detect the users goals, preferences o...

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Chatbot Research and Design

5th International Workshop, CONVERSATIONS 2021, Virtual Event, November 23–24, 2021, Revised Selected Papers

2022

EN

This book constitutes the proceedings of the 5th International Workshop on Chatbot Research and Design, CONVERSATIONS 2021, which was held during November 2021.Due to COVID-19 pandemic the conference was held online.The 12 papers included in this volume were carefully reviewed and selected from a total of 25 submissions. The papers in the proceedings are structured in four topical groups: Chatbot User Insight, Chatbots Supporting Collaboration and Social Interaction, and Chatbot UX...

PHP4,051.29

2019

EN

Accessible

The capabilities and possibilities of emerging game-based learning technologies bring about a new perspective of learning and instruction. This, in turn, necessitates alternative ways to assess the kinds of learning that are taking place in the game-based environments. The field has been broadening the focus of assessment in game environments (i.e., what we measure), developing processes and methodologies that go beyond psychometrics practices (i.e., how we go about assessment in games), a...

PHP9,349.89

Games and Learning Alliance

4th International Conference, GALA 2015, Rome, Italy, December 9-11, 2015, Revised Selected Papers

2016

EN

This book constitutes the refereed proceedings of the 4th International Conference on Games and Learning Alliance, GALA 2015, held in Rome, Italy, in December 2015.The 33 revised full papers and 15 short papers presented were carefully reviewed and selected from 102 submissions. The papers presented cover a variety of aspects and knowledge fields. They are grouped around the following topics: games for health, games for mobility, pervasive gaming and urban mobility.

PHP3,116.19

Serious Games

Joint International Conference, JCSG 2021, Virtual Event, January 12–13, 2022, Proceedings

2021

EN

This book constitutes the refereed proceedings of the 7th Joint International Conference on Serious Games, JCSG 2021, as virtual event, in January 2022. The 17 full papers presented together with 3 short papers were carefully reviewed and selected from 28 submissions. JSCG 2021 is dedicated to serious games and its interdisciplinary characteristics combining game concepts and technologies required in the different application domains.Chapters 1 and 19 are available for open access ...

PHP3,427.89

Games and Learning Alliance

10th International Conference, GALA 2021, La Spezia, Italy, December 1–2, 2021, Proceedings

2021

EN

This book constitutes the refereed proceedings of the 10th International Conference on Games and Learning Alliance, GALA 2021, held in La Spezia, Italy, in December 2021.The 21 full papers and 10 short papers were carefully reviewed and selected from 50 submissions. The papers cover a broad spectrum of topics: Serious Games Applications; Serious Game to Improve Literacy; Technology used for Serious Games; Serious Game Usage; Serious Games Design.Chapters “Cards and Roles: Co...

PHP3,552.59