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ISBN 10: 3659623946 ISBN 13: 9783659623943
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ISBN 10: 3659623946 ISBN 13: 9783659623943
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Añadir al carritoPaperback. Condición: New.
Idioma: Inglés
Publicado por LAP LAMBERT Academic Publishing, 2014
ISBN 10: 3659623946 ISBN 13: 9783659623943
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Añadir al carritoCondición: Good. Your purchase helps support Sri Lankan Children's Charity 'The Rainbow Centre'. Ex-library, so some stamps and wear, but in good overall condition. Our donations to The Rainbow Centre have helped provide an education and a safe haven to hundreds of children who live in appalling conditions.
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Idioma: Inglés
Publicado por Springer-Verlag Berlin and Heidelberg GmbH & Co. KG, Berlin, 2011
ISBN 10: 3642184456 ISBN 13: 9783642184451
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Añadir al carritoPaperback. Condición: new. Paperback. This book constitutes the proceedings of the International Workshop on Vagueness in Communication, VIC 2009, held as part of ESSLLI 2009, in Bordeaux, France, July 20-24, 2009.The 11 contributions presented shed a light on new aspects in the area of vagueness in natural language communication. In contrast to the classical instruments of dealing with vagueness - like multi-valued logics, truth value gaps or gluts, or supervaluations - this volume presents new approaches like context-sensitivity of vagueness, the sharpening of vague predicates in context, and the modeling of precision levels. This book constitutes the proceedings of the International Workshop on Vagueness in Communication, VIC 2009, held as part of ESSLLI 2009, in Bordeaux, France, July 20-24, 2009. Shipping may be from multiple locations in the US or from the UK, depending on stock availability.
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Idioma: Inglés
Publicado por LAP LAMBERT Academic Publishing, 2014
ISBN 10: 3659623946 ISBN 13: 9783659623943
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Añadir al carritoTaschenbuch. Condición: Neu. Designing Educational Games: The 5/10 Method | Rick van Rooij | Taschenbuch | 76 S. | Englisch | 2014 | LAP LAMBERT Academic Publishing | EAN 9783659623943 | Verantwortliche Person für die EU: preigu GmbH & Co. KG, Lengericher Landstr. 19, 49078 Osnabrück, mail[at]preigu[dot]de | Anbieter: preigu.
Idioma: Inglés
Publicado por Springer-Verlag Berlin and Heidelberg GmbH & Co. K, Germany, 2009
ISBN 10: 3642184456 ISBN 13: 9783642184451
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Añadir al carritoCondición: Very good. Estado de la sobrecubierta: No Dustjacket. 8vo pp. 206, "This book constitutes the proceedings of the International Workshop on Vagueness in Communication, VIC 2009, held as part of ESSLLI 2009, in Bordeaux, France, July 20-24, 2009. The 11 contributions presented shed a light on new aspects in the area of vagueness in natural language communication. In contrast to the classical instruments of? book.
Idioma: Inglés
Publicado por Springer Berlin Heidelberg, 2011
ISBN 10: 3642184456 ISBN 13: 9783642184451
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Añadir al carritoCondición: New. unique visibilityfast-track conference proceedingsstate-of-the-art researchThis book constitutes the proceedings of the International Workshop on Vagueness in Communication, VIC 2009, held as part of ESSLLI 2009, in Bordeaux, France, July 20-24, 2009.Th.
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Añadir al carritoCondición: Sehr gut. Zustand: Sehr gut | Sprache: Englisch | Produktart: Bücher | Keine Beschreibung verfügbar.
Idioma: Inglés
Publicado por Springer, Berlin, Springer, 2011
ISBN 10: 3642184456 ISBN 13: 9783642184451
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Añadir al carritoTaschenbuch. Condición: Neu. Neuware - This book constitutes the proceedings of the International Workshop on Vagueness in Communication, VIC 2009, held as part of ESSLLI 2009, in Bordeaux, France, July 20-24, 2009.The 11 contributions presented shed a light on new aspects in the area of vagueness in natural language communication. In contrast to the classical instruments of dealing with vagueness - like multi-valued logics, truth value gaps or gluts, or supervaluations - this volume presents new approaches like context-sensitivity of vagueness, the sharpening of vague predicates in context, and the modeling of precision levels.
Idioma: Inglés
Publicado por LAP LAMBERT Academic Publishing, 2014
ISBN 10: 3659623946 ISBN 13: 9783659623943
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Añadir al carritoPAP. Condición: New. New Book. Shipped from UK. THIS BOOK IS PRINTED ON DEMAND. Established seller since 2000.
Idioma: Inglés
Publicado por LAP LAMBERT Academic Publishing, 2014
ISBN 10: 3659623946 ISBN 13: 9783659623943
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Añadir al carritoPAP. Condición: New. New Book. Delivered from our UK warehouse in 4 to 14 business days. THIS BOOK IS PRINTED ON DEMAND. Established seller since 2000.
Idioma: Inglés
Publicado por LAP LAMBERT Academic Publishing Dez 2014, 2014
ISBN 10: 3659623946 ISBN 13: 9783659623943
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Añadir al carritoTaschenbuch. Condición: Neu. This item is printed on demand - it takes 3-4 days longer - Neuware -Over the last few years educative games have been on a rise. They have been shown to improve insight, involvement, engagement in the subject, scientific discourse, reasoning and inquiry. They have been used in schools with success and good results. However recent studies show that in spite of this potential, games are often misused and are hard to integrate in the instructional environment. Often it is not clear what a game contributes to a students learning or how it should be used because of a lack of learning objectives and outcomes. In this study I propose a method that provides and clearly states these learning objectives allowing for a better assessment of the contribution it can of er to the existing instructional environment. To do this I combine the widely used design model ADDIE with the instructional design method 10 steps to complex learning by Merriënboer. This method is then applied in creating the educational game Moth as a proof of concept. 76 pp. Englisch.
Idioma: Inglés
Publicado por LAP LAMBERT Academic Publishing, 2014
ISBN 10: 3659623946 ISBN 13: 9783659623943
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Idioma: Inglés
Publicado por LAP LAMBERT Academic Publishing, 2014
ISBN 10: 3659623946 ISBN 13: 9783659623943
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Idioma: Inglés
Publicado por LAP LAMBERT Academic Publishing, 2014
ISBN 10: 3659623946 ISBN 13: 9783659623943
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Añadir al carritoCondición: New. Dieser Artikel ist ein Print on Demand Artikel und wird nach Ihrer Bestellung fuer Sie gedruckt. Autor/Autorin: van Rooij RickBorn in 1985, Rick grew up with a keen interest in computer games. His education in Artificial Intelligence and Game and Media Technology further increased his interest in game development, the psychology behind the pl.
Idioma: Inglés
Publicado por LAP LAMBERT Academic Publishing Dez 2014, 2014
ISBN 10: 3659623946 ISBN 13: 9783659623943
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Añadir al carritoTaschenbuch. Condición: Neu. This item is printed on demand - Print on Demand Titel. Neuware -Over the last few years educative games have been on a rise. They have been shown to improve insight, involvement, engagement in the subject, scientific discourse, reasoning and inquiry. They have been used in schools with success and good results. However recent studies show that in spite of this potential, games are often misused and are hard to integrate in the instructional environment. Often it is not clear what a game contributes to a students learning or how it should be used because of a lack of learning objectives and outcomes. In this study I propose a method that provides and clearly states these learning objectives allowing for a better assessment of the contribution it can of er to the existing instructional environment. To do this I combine the widely used design model ADDIE with the instructional design method 10 steps to complex learning by Merriënboer. This method is then applied in creating the educational game Moth as a proof of concept.VDM Verlag, Dudweiler Landstraße 99, 66123 Saarbrücken 76 pp. Englisch.
Idioma: Inglés
Publicado por LAP LAMBERT Academic Publishing, 2014
ISBN 10: 3659623946 ISBN 13: 9783659623943
Librería: AHA-BUCH GmbH, Einbeck, Alemania
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Añadir al carritoTaschenbuch. Condición: Neu. nach der Bestellung gedruckt Neuware - Printed after ordering - Over the last few years educative games have been on a rise. They have been shown to improve insight, involvement, engagement in the subject, scientific discourse, reasoning and inquiry. They have been used in schools with success and good results. However recent studies show that in spite of this potential, games are often misused and are hard to integrate in the instructional environment. Often it is not clear what a game contributes to a students learning or how it should be used because of a lack of learning objectives and outcomes. In this study I propose a method that provides and clearly states these learning objectives allowing for a better assessment of the contribution it can of er to the existing instructional environment. To do this I combine the widely used design model ADDIE with the instructional design method 10 steps to complex learning by Merriënboer. This method is then applied in creating the educational game Moth as a proof of concept.