Andreas Hebbel-Seeger - Böcker
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4 produkter
4 produkter
1 532 kr
Skickas inom 10-15 vardagar
Synthetic Worlds, Virtual Worlds, and Alternate Realities are all terms used to describe the phenomenon of computer-based, simulated environments in which users inhabit and interact via avatars. The best-known commercial applications are in the form of electronic gaming, and particularly in massively-multiplayer online role-playing games like World of Warcraft or Second Life. Less known, but possibly more important, is the rapid adoption of platforms in education and business, where Serious Games are being used for training purposes, and even Second Life is being used in many situations that formerly required travel.The editors of this book captures the state of research in the field intended to reflect the rapidly growing yet relatively young market in education and business. The general focus is set on the scientific community but integrates the practical applications for businesses, with papers on information systems, business models, and economics. In six parts, international authors – all experts in their field – discuss the current state-of-the-art of virtual worlds/alternate realities and how the field will develop over the next years. Chapters discuss the influences and impacts in and around virtual worlds. Part four is about education, with a focus on learning environments and experiences, pedagogical models, and the effects on the different roles in the educational sector. The book looks at business models and how companies can participate in virtual worlds while receiving a return on investment, and includes cases and scenarios of integration, from design, implementation to application.
1 532 kr
Skickas inom 10-15 vardagar
Synthetic Worlds, Virtual Worlds, and Alternate Realities are all terms used to describe the phenomenon of computer-based, simulated environments in which users inhabit and interact via avatars. The best-known commercial applications are in the form of electronic gaming, and particularly in massively-multiplayer online role-playing games like World of Warcraft or Second Life. Less known, but possibly more important, is the rapid adoption of platforms in education and business, where Serious Games are being used for training purposes, and even Second Life is being used in many situations that formerly required travel.The editors of this book captures the state of research in the field intended to reflect the rapidly growing yet relatively young market in education and business. The general focus is set on the scientific community but integrates the practical applications for businesses, with papers on information systems, business models, and economics. In six parts, international authors – all experts in their field – discuss the current state-of-the-art of virtual worlds/alternate realities and how the field will develop over the next years. Chapters discuss the influences and impacts in and around virtual worlds. Part four is about education, with a focus on learning environments and experiences, pedagogical models, and the effects on the different roles in the educational sector. The book looks at business models and how companies can participate in virtual worlds while receiving a return on investment, and includes cases and scenarios of integration, from design, implementation to application.
967 kr
Skickas inom 10-15 vardagar
Lehren und Lernen an Hochschulen befinden sich in einem dynamischen Wandel. Getrieben von technologischen Entwicklungen und gesellschaftlichen Veränderungen stellen sich neue didaktische Anforderungen. Ein erfolgreiches Agieren in akademischen Lehr-/Lernprozessen setzt über hochschul- und unterrichtsdidaktische Aspekte hinausgehendes Wissen und Können im Umgang mit digitalen Tools und Plattformen ebenso voraus wie eine an den jeweiligen Rahmenbedingungen angepasste Unterrichtsorganisation – sei es im direkten Präsenzkontakt oder in medienvermittelten Online-Formaten. Der vorliegende Sammelband bündelt hochschuldidaktische Überlegungen, konzeptionelle Ansätze und konkrete Praxisbeispiele aus verschiedenen Disziplinen. Die Beiträge setzen auf ausgewählten und im Werk entsprechend verlinkten Episoden des Didaktik-PodCasts „LectureCast“ auf, der in inzwischen weit mehr als 100 Folgen im Gespräch mit Lehr-Expertinnen und Experten aus unterschiedlichen Fachrichtungen und mit jeweils wechselndem thematischen Fokus Fragen der Lehrgestaltung in analogen ebenso wie in digitalen Settings in den Blick nimmt.Während die PodCast-Rezeption eher informellen Charakters ist, bieten die Texte eine systematische Reflexion individueller Erfahrungen und theoretischer Konzepte, die jeweils durch Referenzen und Verweise eine vertiefte Auseinandersetzung befördern. In der Summe liegt damit ein hoch aktuelles und breit gefächertes Kompendium zum Lehren und Lernen an Hochschulen vor.
288 kr
Skickas inom 3-6 vardagar