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Online Ressourcen
Link zu diesem Datensatz https://d-nb.info/1328654923
Art des Inhalts Aufsatzsammlung
Titel Augmented Reality Games II : The Gamification of Education, Medicine and Art / edited by Vladimir Geroimenko
Person(en) Geroimenko, Vladimir (Herausgeber)
Organisation(en) SpringerLink (Online service) (Sonstige)
Ausgabe 2nd ed. 2024
Verlag Cham : Springer International Publishing, Imprint: Springer
Zeitliche Einordnung Erscheinungsdatum: 2024
Umfang/Format Online-Ressource, XIX, 365 p. 147 illus., 128 illus. in color. : online resource.
Andere Ausgabe(n) Printed edition:: ISBN: 978-3-031-54474-3
Printed edition:: ISBN: 978-3-031-54476-7
Printed edition:: ISBN: 978-3-031-54477-4
Inhalt Part I: Augmented reality games in education -- Educational augmented reality games -- New horizons for digital youth: Augmented reality and the gamification of elementary and secondary education -- A new key competence: Teachers’ methodological knowledge of augmented reality and its gaming potential -- Augmented imagination: Creating immersive and playful reading experiences -- Learning to build a Doric temple: The augmentation of knowledge through AR gamification -- Explorations in mixed reality with learning and teaching frameworks: Lessons from Ludus and the Vulcan academy -- Novel teaching methods in the classroom: The use of augmented reality games -- Part II: Augmented reality games in medicine and healthcare -- The unexplored potential of playful ambient projection-based AR to improve well-being -- Augmented reality games for health promotion in old age -- The healing App: Augmented reality and art for pediatric patients with chronic pain -- From boring to engaging: Using gamification to transform dental education and practice -- The gamification of physical education using augmented reality technology -- Part III: Augmented reality games in art -- The gamification of augmented reality art -- Unintended consequence: Pervasive games and public art -- Defacing the ‘Balloon Dog’: Art, algorithmic culture and augmented reality -- Circumpolar gamifications in the age of global warming: Ice levels, anxiety and the Anthropocene -- Augmented reality gaming in public space: Dealing with non-player characters or having a shared experience?- Concluding remarks
Persistent Identifier URN: urn:nbn:de:101:1-2405080418446.426317079386
DOI: 10.1007/978-3-031-54475-0
URL https://doi.org/10.1007/978-3-031-54475-0
ISBN/Einband/Preis 978-3-031-54475-0
Sprache(n) Englisch (eng)
Sachgruppe(n) 370 Erziehung, Schul- und Bildungswesen

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