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  • 1
    UID:
    gbv_544830865
    Format: Schaub.; Anm.
    ISBN: 9780415112598
    Note: Seiten: 173-187
    In: Images of aging, London [u.a.] : Routledge, 1995, (1995), Seite 173-187, 9780415112598
    In: 9780415112581
    In: 0415112591
    In: 0415112583
    In: year:1995
    In: pages:173-187
    Language: English
    Library Location Call Number Volume/Issue/Year Availability
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  • 2
    UID:
    gbv_890496129
    ISBN: 9783319417974
    In: Game-Based Learning Across the Lifespan, Cham : Springer International Publishing, 2017, (2017), Seite 79-89, 9783319417974
    In: year:2017
    In: pages:79-89
    Language: Undetermined
    Library Location Call Number Volume/Issue/Year Availability
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  • 3
    UID:
    gbv_89049312X
    ISBN: 9783319417974
    In: Game-Based Learning Across the Lifespan, Cham : Springer International Publishing, 2017, (2017), Seite 1-11, 9783319417974
    In: year:2017
    In: pages:1-11
    Language: Undetermined
    Library Location Call Number Volume/Issue/Year Availability
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  • 4
    UID:
    gbv_1653646098
    Format: Online-Ressource (IX, 154 p. 34 illus., 33 illus. in color, online resource)
    ISBN: 9783319417974
    Series Statement: Advances in Game-Based Learning
    Content: Cross-generational and age-oriented digital game based learning (DGBL) from childhood to older adulthood -- DGBL state-of-the-art for cross-generational and age-oriented learning -- Childhood play and DGBL: Should parents be afraid of digital technologies for supporting children's work or play?.-Primary education and DGBL: From mini-games to immersive games in primary formal education.- Secondary education and DGBL: the opportunity of mobile game environments.- Higher education and DGBL.- Gaming in the workplace.- Digital game activities in later life: a literature review.- Older adults and DGBL, from exergames to social gaming.- Game co-creation with older adults.- Exergames and games for health across the lifespan.- Serious games for society challenges.- DGBL across the lifespan implications for game designers and formal education.- DGBL across the lifespan, game industry opportunities and challenges.- Cross-generational DGBL outlook for the short, mid and long term future.
    Content: 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 difficulties in the use of DGBL technologies. Other topics include cross-generational digital game-based learning, workplace gaming, exergaming, serious games to tackle societal challenges,and implications of DGBL across the lifespan for game designers. In addition to the state-of-the-art methodologies provided 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.
    Additional Edition: ISBN 9783319417950
    Additional Edition: Erscheint auch als Druck-Ausgabe Game-based learning across the lifespan [Cham] : Springer, 2017 ISBN 3319417959
    Additional Edition: ISBN 9783319417950
    Language: English
    Subjects: Education
    RVK:
    Keywords: Lernen ; Lebenslanges Lernen ; Spiel ; Erwachsenenbildung ; E-Learning ; Aufsatzsammlung
    URL: Volltext  (lizenzpflichtig)
    URL: Volltext  (lizenzpflichtig)
    URL: Cover
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  • 5
    UID:
    almafu_9958225494902883
    Format: 1 online resource (IX, 154 p. 34 illus., 33 illus. in color.)
    Edition: 1st ed. 2017.
    Series Statement: Advances in Game-Based Learning,
    Content: 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 difficulties in the use of DGBL technologies. Other topics include cross-generational digital game-based learning, workplace gaming, exergaming, serious games to tackle societal challenges,and implications of DGBL across the lifespan for game designers. In addition to the state-of-the-art methodologies provided 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.
    Note: Cross-generational and age-oriented digital game based learning (DGBL) from childhood to older adulthood -- DGBL state-of-the-art for cross-generational and age-oriented learning -- Childhood play and DGBL: Should parents be afraid of digital technologies for supporting children's work or play?.-Primary education and DGBL: From mini-games to immersive games in primary formal education.- Secondary education and DGBL: the opportunity of mobile game environments.- Higher education and DGBL.- Gaming in the workplace.- Digital game activities in later life: a literature review.- Older adults and DGBL, from exergames to social gaming.- Game co-creation with older adults.- Exergames and games for health across the lifespan.- Serious games for society challenges.- DGBL across the lifespan implications for game designers and formal education.-  DGBL across the lifespan, game industry opportunities and challenges.- Cross-generational DGBL outlook for the short, mid and long term future.
    Additional Edition: ISBN 3-319-41795-9
    Additional Edition: ISBN 3-319-41797-5
    Language: English
    Library Location Call Number Volume/Issue/Year Availability
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  • 6
    UID:
    almahu_9947391755002882
    Format: IX, 154 p. 34 illus., 33 illus. in color. , online resource.
    ISBN: 9783319417974
    Series Statement: Advances in Game-Based Learning
    Content: 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 difficulties in the use of DGBL technologies. Other topics include cross-generational digital game-based learning, workplace gaming, exergaming, serious games to tackle societal challenges,and implications of DGBL across the lifespan for game designers. In addition to the state-of-the-art methodologies provided 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.
    Note: Cross-generational and age-oriented digital game based learning (DGBL) from childhood to older adulthood -- DGBL state-of-the-art for cross-generational and age-oriented learning -- Childhood play and DGBL: Should parents be afraid of digital technologies for supporting children's work or play?.-Primary education and DGBL: From mini-games to immersive games in primary formal education.- Secondary education and DGBL: the opportunity of mobile game environments.- Higher education and DGBL.- Gaming in the workplace.- Digital game activities in later life: a literature review.- Older adults and DGBL, from exergames to social gaming.- Game co-creation with older adults.- Exergames and games for health across the lifespan.- Serious games for society challenges.- DGBL across the lifespan implications for game designers and formal education.-  DGBL across the lifespan, game industry opportunities and challenges.- Cross-generational DGBL outlook for the short, mid and long term future.
    In: Springer eBooks
    Additional Edition: Printed edition: ISBN 9783319417950
    Language: English
    Library Location Call Number Volume/Issue/Year Availability
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