000 03603nam a22005535i 4500
001 978-3-319-10256-6
003 DE-He213
005 20200420221301.0
007 cr nn 008mamaa
008 140905s2015 gw | s |||| 0|eng d
020 _a9783319102566
_9978-3-319-10256-6
024 7 _a10.1007/978-3-319-10256-6
_2doi
050 4 _aTK1-9971
072 7 _aTJK
_2bicssc
072 7 _aTEC041000
_2bisacsh
082 0 4 _a621.382
_223
100 1 _aKonert, Johannes.
_eauthor.
245 1 0 _aInteractive Multimedia Learning
_h[electronic resource] :
_bUsing Social Media for Peer Education in Single-Player Educational Games /
_cby Johannes Konert.
264 1 _aCham :
_bSpringer International Publishing :
_bImprint: Springer,
_c2015.
300 _aXXII, 220 p. 52 illus., 10 illus. in color.
_bonline resource.
336 _atext
_btxt
_2rdacontent
337 _acomputer
_bc
_2rdamedia
338 _aonline resource
_bcr
_2rdacarrier
347 _atext file
_bPDF
_2rda
490 1 _aSpringer Theses, Recognizing Outstanding Ph.D. Research,
_x2190-5053
505 0 _aIntroduction -- 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.
520 _aThis 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.
650 0 _aEngineering.
650 0 _aEducation
_xData processing.
650 0 _aApplied mathematics.
650 0 _aEngineering mathematics.
650 0 _aEducational technology.
650 0 _aElectrical engineering.
650 0 _aEducational psychology.
650 1 4 _aEngineering.
650 2 4 _aCommunications Engineering, Networks.
650 2 4 _aComputers and Education.
650 2 4 _aApplications of Mathematics.
650 2 4 _aEducational Technology.
650 2 4 _aPedagogic Psychology.
710 2 _aSpringerLink (Online service)
773 0 _tSpringer eBooks
776 0 8 _iPrinted edition:
_z9783319102559
830 0 _aSpringer Theses, Recognizing Outstanding Ph.D. Research,
_x2190-5053
856 4 0 _uhttp://dx.doi.org/10.1007/978-3-319-10256-6
912 _aZDB-2-ENG
942 _cEBK
999 _c53210
_d53210