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دانلود کتاب The World of Games: Technologies for Experimenting, Thinking, Learning: XXIII Professional Culture of the Specialist of the Future, Volume 2 (Lecture Notes in Networks and Systems, 829)

دانلود کتاب دنیای بازی ها: فناوری هایی برای آزمایش، تفکر، یادگیری: فرهنگ حرفه ای XXIII متخصص آینده، جلد 2 (یادداشت های سخنرانی در شبکه ها و سیستم ها، 829)

The World of Games: Technologies for Experimenting, Thinking, Learning: XXIII Professional Culture of the Specialist of the Future, Volume 2 (Lecture Notes in Networks and Systems, 829)

مشخصات کتاب

The World of Games: Technologies for Experimenting, Thinking, Learning: XXIII Professional Culture of the Specialist of the Future, Volume 2 (Lecture Notes in Networks and Systems, 829)

ویرایش:  
نویسندگان:   
سری:  
ISBN (شابک) : 3031480155, 9783031480157 
ناشر: Springer 
سال نشر: 2023 
تعداد صفحات: 420 
زبان: English 
فرمت فایل : PDF (درصورت درخواست کاربر به PDF، EPUB یا AZW3 تبدیل می شود) 
حجم فایل: 21 مگابایت 

قیمت کتاب (تومان) : 77,000

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در صورت تبدیل فایل کتاب The World of Games: Technologies for Experimenting, Thinking, Learning: XXIII Professional Culture of the Specialist of the Future, Volume 2 (Lecture Notes in Networks and Systems, 829) به فرمت های PDF، EPUB، AZW3، MOBI و یا DJVU می توانید به پشتیبان اطلاع دهید تا فایل مورد نظر را تبدیل نمایند.

توجه داشته باشید کتاب دنیای بازی ها: فناوری هایی برای آزمایش، تفکر، یادگیری: فرهنگ حرفه ای XXIII متخصص آینده، جلد 2 (یادداشت های سخنرانی در شبکه ها و سیستم ها، 829) نسخه زبان اصلی می باشد و کتاب ترجمه شده به فارسی نمی باشد. وبسایت اینترنشنال لایبرری ارائه دهنده کتاب های زبان اصلی می باشد و هیچ گونه کتاب ترجمه شده یا نوشته شده به فارسی را ارائه نمی دهد.


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فهرست مطالب

Preface
Contents
From Building Blocks to Augmented Reality Glasses - Technologies for Gaming
The Metaverse: Changing the Landscape of Media Education
	1 Introduction
	2 Literature Review
	3 Materials and Methods
	4 Results
	5 Conclusion
	References
Application of Phygital Games at the University in the Context of Digitalization
	1 Introduction
	2 Problem Statement
	3 Materials and Methods
	4 Results
	5 Discussion
	6 Conclusion
	References
An EON-XR Augmented Reality Application for Motivation Stimulation and Vocabulary Training of Master’s Degree Students Majoring in Civil Engineering
	1 Introduction
	2 Augmented Reality in Education
	3 Research Methods and Materials
		3.1 The Choice of AR Application for the Target Audience of Students
		3.2 Materials Developed
	4 Results and Discussion
	5 Conclusion
	References
Game Technologies and High-Fidelity Patient Simulation in the Field of Psychology and Medicine
	1 Introduction
		1.1 Utilization of Gaming Technologies in Education
		1.2 The Benefits of Gamification in Education and Training
	2 Case 1. Gamification in the Education of International Students at Perm State University
	3 Case 2. Gamification and High Fidelity Simulation for Medical Education at Perm Polytechnic University
	4 Conclusion
	References
Video Games in Teaching Audiovisual Translation to University Students
	1 Introduction
	2 Problem Statement
	3 Research Questions
	4 Purpose of the Study
	5 Research Methods
	6 Findings and Discussion
	7 Conclusion
	References
Development of a Play and Program Mobile Application Based on the Gamification Methodology
	1 Introduction
	2 Methodology
	3 Methodology of Educational-Gaming Application Creation
	4 Development of an Educational-Gaming Application
	5 Results
	6 Conclusion
	References
Experience of Non-linguistics Students Creating Online Games on Foreign Language Grammar
	1 Introduction
	2 Literature Review
	3 Experiment Description
	4 Conclusions
	Appendix
	References
Games in Various Educational Environments
Using Game Practices to Identify Teams Capable of Generating Entrepreneurial Ideas
	1 Introduction
	2 Materials and Methods
	3 Problem Statement
	4 Results
	5 Discussion
	6 Conclusion
	References
The Phenomenon of “Social Responsibility” as a Construct of the Humanitarian Educational Ecosystem for the Training of Future Engineers: Perspectives, Forms, Approaches
	1 Introduction
	2 A Humanitarian Educational Ecosystem as a Conceptualizing Tool
	3 Methodology and Results of the Study
	4 Discussion
	References
The Use of Gamification Elements for the Development of Creativity in Engineering
	1 Introduction
	2 Materials and Methods
	3 Theoretical Background, Review and Research Context
		3.1 The Phenomenon of Creativity in Engineering
		3.2 Creativity Assessment
		3.3 Effective Conditions for the Development of Creativity in the Project Activities of Future Specialists in Engineering Areas
	4 Results
	5 Conclusions and Recommendations
	References
Designing Tabletop Games for Individuals with Disabilities Through Student Project Activity
	1 Introduction
	2 Methodology
	3 Discussion
		3.1 Educational Tactile Game
		3.2 Game ‘Nesting Doll’ (Matryoshka)
		3.3 Interactive Game as a Means of Inclusion
		3.4 Game for Exploring the School Environment (“Ready for School” Maze Game)
		3.5 Psychological Game “World of Emotions”
		3.6 Game “Safe Walk”
	4 Discussion
	References
Computer Games and Literary Education: Opportunities and Limitations
	1 Introduction
	2 Formulation of the Problem. Methods
	3 The Specifics of Games Based on the Plots of Historical Literature
	4 The Results of Survey
	5 Conclusions
	References
A Gamification Conceptual Framework for Marketing Courses
	1 Introduction
	2 Literature Review
		2.1 Approaches to Gamification
		2.2 Game-Based Elements
	3 Methodology
	4 Results and Discussion
	5 Conclusion
	References
The Formative Role of “Model UN” in the Development of the Professional Personality of Diplomats
	1 Introduction
	2 Terminology, Literature Study, and Historical Background
	3 Model UN
	4 Research
	5 Conclusions
	References
Unlocking the Power of Gamification: Evaluating the Efficacy of Wizer.me in EFL Vocabulary Acquisition
	1 Introduction
	2 Literature Review
	3 Methodology
	4 Results
		4.1 The Results of the Educational Experiment
		4.2 The Results of the Control Experiment
		4.3 The Results of the Questionnaire
	5 Discussion and Conclusion
	References
Assessment of the Creative Freedom of Students Trained in the Acting Technique “Demidov Études”
	1 Introduction
		1.1 Key Principles of the Demidov\'s Method
		1.2 What is the Creative State According to Demidov?
		1.3 Demidov études
		1.4 The Stanislavsky System vs the Demidov School
	2 Method
	3 Results
		3.1 Duration of Respondents’ Training in Demidov’s “étude Technique”
		3.2 Understanding the Concept “Onstage Freedom” by Respondents
		3.3 Spontaneity and Ability to Improvise in Unforeseen Circumstances of the Play/étude
		3.4 How Often Do Actors Interrupt Each Other While Acting a Play/étude
		3.5 Freely Improvising Stage Behaviour with Regard to the Text of the étude or Paly Among Actors
		3.6 Control of Heightened Creative Emotions While Acting
		3.7 Self-consciousness of Creative Freedom While Acting
		3.8 Factors Preventing Onstage Freedom Achievement
		3.9 Usefulness of Demidov’s Actor Training Method
		3.10 Limitations of the Demidov’s “étude Techniques”
	4 Discussion
	5 Conclusions
	References
The Development of Ethno-Cultural Empathy Within a Multicultural Educational Environment: Peculiarities and Role-Playing Experiences
	1 Introduction
	2 Literature Review
		2.1 Research Method
	3 Results
		3.1 Descriptive Statistics
		3.2 Correlation and Factor Analysis
		3.3 Formative Experiment
	4 Discussions
	5 Conclusions
	References
Moot Court Competition in a Foreign Language: Developing Professional Competencies Through a Business Game
	1 Introduction
	2 Theoretical Basis
	3 Materials and Methods
	4 Conclusion
	References
Gaming Technologies in the Formation of Legal Students’ Professional Competencies: Moot Courts
	1 Introduction
	2 Materials and Methods
	3 Results
	4 Discussion
	5 Conclusion
	References
Technologies for Innovative Potential Development of University Students Majoring in Engineering
	1 Introduction
	2 Materials and Methods
	3 Theoretical Background, Review and Research Context
		3.1 Concept of Innovation Potential in Engineering
		3.2 Current State of Theory and Theory and Practice of Training Future Engineers in the Conditions of University Education
		3.3 Pedagogical Conditions for the Formation of the Innovative Potential of Future Engineers in Educational Activities
		3.4 Essence of the Technology of Innovative Potential Development of University Students Majoring in Engineering by Gamification Tools
	4 Results and Discussions
	5 Conclusions and Pedagogical Recommendations
	References
Gamification in Teaching Foreign Languages to Economics Students: A Case Study
	1 Introduction
		1.1 Background of Study
		1.2 Importance of Gamification in Education
		1.3 Purpose and Research Questions
	2 Methods
		2.1 Setting and Participants
		2.2 Gamification Approach Used
		2.3 Data Collection Methods
	3 Results
		3.1 Reception and Usage of Gamification
		3.2 Student Performance and Language Learning Progress
		3.3 Student Feedback
	4 Discussion
		4.1 Interpretation of Findings
		4.2 Comparisons with Previous Studies
		4.3 Implications for Teaching Practice
		4.4 Opportunities and Limitations of Gamification
		4.5 Limitations and Suggestions for Future Research
	5 Conclusion
	References
Visual Novels as a Means of Business Communication Skills Development for Computer Science Students
	1 Introduction
	2 Experiment
		2.1 Participants
		2.2 Training
		2.3 Visual Novel
	3 Results and Discussion
	4 Conclusion
	References
WebQuest as a Means of Students’ Soft Skills Development in Engineering Foreign Language Education
	1 Introduction
	2 Materials and Methods
	3 Results
	4 Discussion
	5 Conclusion
	References
Problem-Based Role Plays in Teaching English to Students of Humanities
	1 Introduction
	2 Literature Review
	3 Implementation of the Problem-Based Role Play into the Process of Foreign Language Teaching
	4 Results
	5 Conclusions
	References
A Business Game Introduction into Foreign Language Training of Materials Science and Engineering Students
	1 Introduction
	2 Methodology
		2.1 Students’ Cooperation
		2.2 Content and Language Issues
	3 Materials and Methods
	4 Results and Discussion
		4.1 Assessment Tools
	5 Conclusion
	References
Gamification in Foreign Language Education: Development of Lexical Skills in Teaching a Second Foreign Language at the University
	1 Introduction
		1.1 Building a Research Problem
		1.2 Theoretical Issues
		1.3 Conditions for the Successful Development of Digital Technologies
	2 Testing the System of Special Tasks
	3 Results and Conclusion
	References
Gamified Communication as a Didactic Tool for Mastering a Professionally Oriented Video Course in a Foreign Language
	1 Introduction
	2 Literature Review
	3 Results
	4 Discussion
	5 Conclusion
	References
The Use of Role-Playing Games to Develop the Skills of Constructive Communication of Healthcare Professionals
	1 Introduction
	2 Research Questions
	3 Results
		3.1 Knowledge, Skills and Abilities of Constructive Communication
		3.2 Experimental Study
		3.3 Examples of Role-Playing Games
	4 Discussion
	References
The Use of Games in English Language Lessons as a Means of Communication
	1 The Theory of Games and Communication
	2 Games for Communication in English Classes
	3 The Results of the Experiment of Using Games in English Classes
	4 Conclusion
	References
Author Index




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