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Interactive Multimedia Learning: Using Social Media for Peer Education in Single-Player Educational Games: Springer Theses

Autor Johannes Konert
en Limba Engleză Hardback – 17 sep 2014
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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Specificații

ISBN-13: 9783319102559
ISBN-10: 3319102559
Pagini: 220
Ilustrații: XXII, 220 p. 52 illus., 10 illus. in color.
Dimensiuni: 155 x 235 x 20 mm
Greutate: 0.52 kg
Ediția:2015
Editura: Springer International Publishing
Colecția Springer
Seria Springer Theses

Locul publicării:Cham, Switzerland

Public țintă

Professional/practitioner

Cuprins

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.

Textul de pe ultima copertă

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.

Caracteristici

Nominated as an outstanding PhD thesis by Technische Universitaet Darmstadt, Germany Presents cutting-edge research in the field of social serious games Describes an interdisciplinary approach to addressing core issues in technology-enhanced learning Includes supplementary material: sn.pub/extras