Interactive Multimedia Learning

Using Social Media for Peer Education in Single-Player Educational Games

(Autor)

Buch | Hardcover
XXII, 220 Seiten
2014 | 2015
Springer International Publishing (Verlag)
978-3-319-10255-9 (ISBN)

Lese- und Medienproben

Interactive Multimedia Learning - Johannes Konert
149,79 inkl. MwSt
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.

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.

Erscheint lt. Verlag 17.9.2014
Reihe/Serie Springer Theses
Zusatzinfo XXII, 220 p. 52 illus., 10 illus. in color.
Verlagsort Cham
Sprache englisch
Maße 155 x 235 mm
Gewicht 532 g
Themenwelt Technik Elektrotechnik / Energietechnik
Technik Nachrichtentechnik
Schlagworte Content Integration • Educational technology • Game Adaptation • Game Context Mapping • Learning Group Formation Problem • Metrics for Peer Education in Educational Games • Social Media Interactions • Teacher-supervised Peer Education • User-generated Content in (Educational/Serious) Ga • User-generated Content in (Educational/Serious) Games
ISBN-10 3-319-10255-9 / 3319102559
ISBN-13 978-3-319-10255-9 / 9783319102559
Zustand Neuware
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