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Interactive Multimedia Learning [electronic resource] : Using Social Media for Peer Education in Single-Player Educational Games / by Johannes Konert.

By: Konert, Johannes [author.].
Contributor(s): SpringerLink (Online service).
Material type: materialTypeLabelBookSeries: Springer Theses, Recognizing Outstanding Ph.D. Research: Publisher: Cham : Springer International Publishing : Imprint: Springer, 2015Description: XXII, 220 p. 52 illus., 10 illus. in color. online resource.Content type: text Media type: computer Carrier type: online resourceISBN: 9783319102566.Subject(s): Engineering | Education -- Data processing | Applied mathematics | Engineering mathematics | Educational technology | Electrical engineering | Educational psychology | Engineering | Communications Engineering, Networks | Computers and Education | Applications of Mathematics | Educational Technology | Pedagogic PsychologyAdditional physical formats: Printed edition:: No titleDDC classification: 621.382 Online resources: Click here to access online
Contents:
Introduction -- Related Work -- Approach And Concept for Social Serious Games Creation -- Content Integration Model for Peer Tutoring -- Game Adaptation and Personalization Support -- Peer Group Formation for Learning -- Implemented Scenarios and Evaluation Results -- Conclusions and Outlook.
In: Springer eBooksSummary: 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, 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 presents an interdisciplinary approach to educational games, which is centered on information technology and aims at: (1) improving digital management by focusing on the exchange of learning outcomes and solution assessment in a peer-to-peer network of learners; (2) achieving digital implementation by using forms of interaction to change the course of educational games; and (3) providing digital support by fostering group-formation processes in educational situations to increase both the effects of educational games and knowledge exchange at the individual level. In addition to a systematic analysis of the relationship between software architecture, educational games and social media applications, the book also presents the implemented IT systems' architectures and algorithmic solutions as well as the resulting applicable evaluation findings from the field of interactive multimedia learning.
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Introduction -- Related Work -- Approach And Concept for Social Serious Games Creation -- Content Integration Model for Peer Tutoring -- Game Adaptation and Personalization Support -- Peer Group Formation for Learning -- Implemented Scenarios and Evaluation Results -- Conclusions and Outlook.

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, 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 presents an interdisciplinary approach to educational games, which is centered on information technology and aims at: (1) improving digital management by focusing on the exchange of learning outcomes and solution assessment in a peer-to-peer network of learners; (2) achieving digital implementation by using forms of interaction to change the course of educational games; and (3) providing digital support by fostering group-formation processes in educational situations to increase both the effects of educational games and knowledge exchange at the individual level. In addition to a systematic analysis of the relationship between software architecture, educational games and social media applications, the book also presents the implemented IT systems' architectures and algorithmic solutions as well as the resulting applicable evaluation findings from the field of interactive multimedia learning.

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