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20130424162732.0 |
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130417s2013 pau fob 000 0 eng d |
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|z 2012048460
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|a 9781466636743 (ebook)
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|z 9781466636736 (hardcover)
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7 |
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|a 10.4018/978-1-4666-3673-6
|2 doi
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|a (CaBNVSL)gtp00555480
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035 |
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|a (OCoLC)840822530
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|a CaBNVSL
|c CaBNVSL
|d CaBNVSL
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|a LB1044.87
|b .S48 2013e
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082 |
0 |
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|a 371.33/44678
|2 23
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|a Serious games and virtual worlds in education, professional development, and healthcare
|c Klaus Bredl and Wolfgang Bösche, editors.
|h [electronic resource] /
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260 |
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|a Hershey, Pa. :
|b IGI Global (701 E. Chocolate Avenue, Hershey, Pennsylvania, 17033, USA),
|c c2013.
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300 |
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|a electronic texts (312 p.) :
|b digital files.
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|a Includes bibliographical references.
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|a Concepts behind serious games and computer-based trainings in health care: immersion, presence, flow / Jana Birkenbusch, Oliver Christ -- Balancing instruction and construction in virtual world learning / Alke Martens, Dennis Maciuszek -- Not in my class you don't!: the naive association of video games with aggression as a hindrance to their use in education / Christopher J. Ferguson -- Authoring of serious games for education / Florian Mehm, Christian Reuter, Stefan Göbel -- Personalized, adaptive digital educational games using narrative game-based learning objects / Stefan Göbel, Florian Mehm -- Collaborative learning and game mastering in multiplayer games / Johannes Konert ... [et al.] -- Evaluation of serious games / Stefan Göbel, Michael Gutjahr, Sandro Hardy -- Social presence in virtual world interviews / Elizabeth Dean (RTI International, USA), Joe Murphy (RTI International, USA), Sarah Cook -- Engaging classes in a virtual world / Sue Gregory -- Gaming in school: factors influencing the use of serious games in public schools in Middle Germany / Daniel Schultheiss, Maike Helm -- Quantitative analysis of voice and keyboard chat in a paper presentation seminar in a virtual world / Michael Gutjahr, Wolfgang Bösche -- Serious games as an instrument of non-formal learning: a review of web-based learning experiences on the issue of renewable energy / Steffen Winny -- Serious games and motor learning: concepts, evidence, technology / Josef Wiemeyer, Sandro Hardy -- Clinical virtual worlds: the wider implications for professional development in healthcare / LeRoy Heinrichs, Li Fellander-Tsai, Dick Davies -- Play yourself fit: exercise + videogames = exergames / Hannah R. Marston, Philip A. McClenaghan -- Exergames for elderly persons: physical exercise software based on motion tracking within the framework of ambient assisted living / Oliver Korn ... [et al.] -- Social inclusion through virtual worlds / Hein de Graaf -- Massively multiplayer online role playing games for health communication in Brazil / Marcelo Simão de Vasconcellos, Inesita Soares de Araújo.
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|a Restricted to subscribers or individual electronic text purchasers.
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|a "This book explains how digital environments can easily become familiar and beneficial for educational and professional development, with the implementation of games into various aspects of our environment"--Provided by publisher.
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|a Also available in print.
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538 |
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|a Mode of access: World Wide Web.
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|a Description based on title screen (IGI Global, viewed April 17, 2013).
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|a Virtual reality in education.
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|a Shared virtual environments.
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|a Computer games
|x Design.
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|a Career development
|x Computer simulation.
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|a Medical care
|x Computer simulation.
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|a Educational technologies
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|a Immersive education
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653 |
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|a Serious games
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|a Social computing
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653 |
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|a Virtual communities
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653 |
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|a Virtual learning environments
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1 |
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|a Bredl, Klaus.
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|a Bösche, Wolfgang.
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710 |
2 |
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|a IGI Global.
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776 |
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|c (Original)
|w (DLC)2012048460
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776 |
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|i Print version:
|w (DLC) 2012048460
|z 9781466636736
|z 1466636734
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856 |
4 |
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|u https://ezaccess.library.uitm.edu.my/login?url=http://services.igi-global.com/resolvedoi/resolve.aspx?doi=10.4018/978-1-4666-3673-6
|z View fulltext via EzAccess
|