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Ergebnis der Suche nach: idn=1328654923
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| 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 |
| Online-Zugriff | Archivobjekt öffnen |

