ISBN: 9781421419206 - knowledge games: how playing games can solve problems, create insight, and make change (tech.edu: a hopkins series on education and technology) (18 resultados)

Idioma: Inglés
Editorial: Johns Hopkins University Press, 2016
Serie: Libro 4 de 10 - Tech.edu: A Hopkins Series on Education and Technology
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Librería: HPB-Diamond, Dallas, TX, Estados Unidos de AmericaHPB-Diamond
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EUR 9,19
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hardcover. Condición: Very Good. Connecting readers with great books since 1972! Used books may not include companion materials, and may have some shelf wear or limited writing. We ship orders daily and Customer Service is our top priority.

Idioma: Inglés
Editorial: Johns Hopkins University Press, 2016
Serie: Libro 4 de 10 - Tech.edu: A Hopkins Series on Education and Technology
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Librería: HPB-Red, Dallas, TX, Estados Unidos de AmericaHPB-Red
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EUR 9,19
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hardcover. Condición: Good. Connecting readers with great books since 1972! Used textbooks may not include companion materials such as access codes, etc. May have some wear or writing/highlighting. We ship orders daily and Customer Service is our top priority.

Idioma: Inglés
Editorial: Johns Hopkins University Press, 2016
Serie: Libro 4 de 10 - Tech.edu: A Hopkins Series on Education and Technology
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Librería: Midtown Scholar Bookstore, Harrisburg, PA, Estados Unidos de AmericaMidtown Scholar Bookstore
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EUR 8,60
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Hardcover. Condición: Good. Good - Bumped and creased book with tears to the extremities, but not affecting the text block, may have remainder mark or previous owner's name - GOOD Standard-sized.

Idioma: Inglés
Editorial: Johns Hopkins University Press, 2016
Serie: Libro 4 de 10 - Tech.edu: A Hopkins Series on Education and Technology
- Tapa dura
Librería: HPB-Emerald, Dallas, TX, Estados Unidos de AmericaHPB-Emerald
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EUR 16,23
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hardcover. Condición: Very Good. Connecting readers with great books since 1972! Used books may not include companion materials, and may have some shelf wear or limited writing. We ship orders daily and Customer Service is our top priority.

Idioma: Inglés
Editorial: Johns Hopkins University Press, 2016
Serie: Libro 4 de 10 - Tech.edu: A Hopkins Series on Education and Technology
- Tapa dura
Librería: Phatpocket Limited, Waltham Abbey, HERTS, Reino UnidoPhatpocket Limited
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EUR 12,72
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Condición: 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.…

Idioma: Inglés
Editorial: Johns Hopkins University Press, 2016
Serie: Libro 4 de 10 - Tech.edu: A Hopkins Series on Education and Technology
- Tapa dura
Librería: GoldBooks, Denver, CO, Estados Unidos de AmericaGoldBooks
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EUR 33,76
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Hardcover. Condición: new. New Copy. Customer Service Guaranteed.

Idioma: Inglés
Editorial: Johns Hopkins University Press, 2016
Serie: Libro 4 de 10 - Tech.edu: A Hopkins Series on Education and Technology
- Tapa dura
Librería: GreatBookPrices, Columbia, MD, Estados Unidos de AmericaGreatBookPrices
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EUR 45,86
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Condición: As New. Unread book in perfect condition.

Idioma: Inglés
Editorial: Johns Hopkins University Press, 2016
Serie: Libro 4 de 10 - Tech.edu: A Hopkins Series on Education and Technology
- Tapa dura
Librería: PBShop.store UK, Fairford, GLOS, Reino UnidoPBShop.store UK
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EUR 51,61
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HRD. Condición: New. New Book. Shipped from UK. Established seller since 2000.

Idioma: Inglés
Editorial: Johns Hopkins University Press, 2016
Serie: Libro 4 de 10 - Tech.edu: A Hopkins Series on Education and Technology
- Tapa dura
Librería: GreatBookPrices, Columbia, MD, Estados Unidos de AmericaGreatBookPrices
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EUR 57,62
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Condición: New.

Idioma: Inglés
Editorial: Johns Hopkins University Press, 2016
Serie: Libro 4 de 10 - Tech.edu: A Hopkins Series on Education and Technology
- Tapa dura
Librería: Kennys Bookshop and Art Galleries Ltd., Galway, GY, IrlandaKennys Bookshop and Art Galleries Ltd.
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EUR 52,03
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Condición: New. This accessible book critiques the limits and implications of games and considers how they may redefine what it means to produce knowledge, to play, to educate, and to be a citizen. Series: Tech.edu: A Hopkins Series on Education and Technology. Num Pages: 288 pages, 18 black & white halftones. BIC Classification: JNM; TBX. Category: (P) Professional & Vocational. Dimension: 229 x 152 x 25. . . 2016. Hardcover. . . . .…

Idioma: Inglés
Editorial: Johns Hopkins University Press, 2016
Serie: Libro 4 de 10 - Tech.edu: A Hopkins Series on Education and Technology
- Tapa dura
Librería: GreatBookPricesUK, Woodford Green, Reino UnidoGreatBookPricesUK
Contactar con el vendedorVendedor de 5 estrellasCondición: Nuevo
EUR 51,60
Envío por EUR 17,95Se envía de Reino Unido a Estados Unidos de AmericaCantidad disponible: 1 disponible
Condición: New.

Idioma: Inglés
Editorial: Johns Hopkins University Press, 2016
Serie: Libro 4 de 10 - Tech.edu: A Hopkins Series on Education and Technology
- Tapa dura
Librería: GreatBookPricesUK, Woodford Green, Reino UnidoGreatBookPricesUK
Contactar con el vendedorVendedor de 5 estrellasCondición: Usado - Como Nuevo
EUR 57,32
Envío por EUR 17,95Se envía de Reino Unido a Estados Unidos de AmericaCantidad disponible: 1 disponible
Condición: As New. Unread book in perfect condition.

Idioma: Inglés
Editorial: Johns Hopkins University Press, 2016
Serie: Libro 4 de 10 - Tech.edu: A Hopkins Series on Education and Technology
- Tapa dura
Librería: Kennys Bookstore, Olney, MD, Estados Unidos de AmericaKennys Bookstore
Contactar con el vendedorVendedor de 5 estrellasCondición: Nuevo
EUR 66,46
Envío por EUR 9,46Se envía dentro de Estados Unidos de AmericaCantidad disponible: Más de 20 disponibles
Condición: New. This accessible book critiques the limits and implications of games and considers how they may redefine what it means to produce knowledge, to play, to educate, and to be a citizen. Series: Tech.edu: A Hopkins Series on Education and Technology. Num Pages: 288 pages, 18 black & white halftones. BIC Classification: JNM; TBX. Category: (P) Professional & Vocational. Dimension: 229 x 152 x 25. . . 2016. Hardcover. . . . . Books ship from the US and Ireland.…

Idioma: Inglés
Editorial: Johns Hopkins Univ Pr, 2016
Serie: Libro 4 de 10 - Tech.edu: A Hopkins Series on Education and Technology
- Tapa dura
Librería: Revaluation Books, Exeter, Reino UnidoRevaluation Books
Contactar con el vendedorVendedor de 5 estrellasCondición: Nuevo
EUR 64,21
Envío por EUR 14,96Se envía de Reino Unido a Estados Unidos de AmericaCantidad disponible: 1 disponible
Hardcover. Condición: Brand New. 288 pages. 9.00x6.00x1.00 inches. In Stock.

Idioma: Inglés
Editorial: Johns Hopkins University Press Jun 2016, 2016
Serie: Libro 4 de 10 - Tech.edu: A Hopkins Series on Education and Technology
- Tapa dura
Librería: AHA-BUCH GmbH, Einbeck, AlemaniaAHA-BUCH GmbH
Contactar con el vendedorVendedor de 5 estrellasCondición: Nuevo
EUR 58,21
Envío por EUR 35,00Se envía de Alemania a Estados Unidos de AmericaCantidad disponible: 1 disponible
Buch. Condición: Neu. Neuware - Are games the knowledge-producers of the future Imagine if new knowledge and insights came not just from research centers, think tanks, and universities but also from games, of all things. Video games have been viewed as causing social problems, but what if they actually helped solve them This question drives Karen Schrier's Knowledge Games, which seeks to uncover the potentials and pitfalls of using games to make discoveries, solve real-world problems, and better understand our world. For example, so-called knowledge games--such as Foldit, a protein-folding puzzle game, SchoolLife, which crowdsources bullying interventions, and Reverse the Odds, in which mobile game players analyze breast cancer data--are already being used by researchers to gain scientific, psychological, and humanistic insights.Schrier argues that knowledge games are potentially powerful because of their ability to motivate a crowd of problem solvers within a dynamic system while also tapping into the innovative data processing and computational abilities of games. In the near future, Schrier asserts, knowledge games may be created to understand and predict voting behavior, climate concerns, historical perspectives, online harassment, susceptibility to depression, or optimal advertising strategies, among other things.In addition to investigating the intersection of games, problem solving, and crowdsourcing, Schrier examines what happens when knowledge emerges from games and game players rather than scientists, professionals, and researchers. This accessible book also critiques the limits and implications of games and considers how they may redefine what it means to produce knowledge, to play, to educate, and to be a citizen.…

Idioma: Inglés
Editorial: Johns Hopkins University Press, 2016
Serie: Libro 4 de 10 - Tech.edu: A Hopkins Series on Education and Technology
- Tapa dura
Librería: preigu, Osnabrück, Alemaniapreigu
Contactar con el vendedorVendedor de 5 estrellasCondición: Nuevo
EUR 49,05
Envío por EUR 70,00Se envía de Alemania a Estados Unidos de AmericaCantidad disponible: 1 disponible
Buch. Condición: Neu. Knowledge Games | How Playing Games Can Solve Problems, Create Insight, and Make Change | Karen Schrier | Buch | Englisch | 2016 | Johns Hopkins University Press | EAN 9781421419206 | Verantwortliche Person für die EU: Libri GmbH, Europaallee 1, 36244 Bad Hersfeld, gpsr[at]libri[dot]de | Anbieter: preigu. …

Idioma: Inglés
Editorial: Johns Hopkins University Press Jun 2016, 2016
Serie: Libro 4 de 10 - Tech.edu: A Hopkins Series on Education and Technology
- Tapa dura
Librería: Books-by-Floh, Paderborn, AlemaniaBooks-by-Floh
Contactar con el vendedorVendedor de 5 estrellasCondición: Nuevo
EUR 48,55
Envío por EUR 105,00Se envía de Alemania a Estados Unidos de AmericaCantidad disponible: 1 disponible
Buch. Condición: Neu. Neuware -Are games the knowledge-producers of the future Imagine if new knowledge and insights came not just from research centers, think tanks, and universities but also from games, of all things. Video games have been viewed as causing social problems, but what if they actually helped solve them This question drives Karen Schrier's Knowledge Games, which seeks to uncover the potentials and pitfalls of using games to make discoveries, solve real-world problems, and better understand our world. For example, so-called knowledge games--such as Foldit, a protein-folding puzzle game, SchoolLife, which crowdsources bullying interventions, and Reverse the Odds, in which mobile game players analyze breast cancer data--are already being used by researchers to gain scientific, psychological, and humanistic insights.Schrier argues that knowledge games are potentially powerful because of their ability to motivate a crowd of problem solvers within a dynamic system while also tapping into the innovative data processing and computational abilities of games. In the near future, Schrier asserts, knowledge games may be created to understand and predict voting behavior, climate concerns, historical perspectives, online harassment, susceptibility to depression, or optimal advertising strategies, among other things.In addition to investigating the intersection of games, problem solving, and crowdsourcing, Schrier examines what happens when knowledge emerges from games and game players rather than scientists, professionals, and researchers. This accessible book also critiques the limits and implications of games and considers how they may redefine what it means to produce knowledge, to play, to educate, and to be a citizen. 280 pp. Englisch.…

Idioma: Inglés
Editorial: Johns Hopkins University Press, 2016
Serie: Libro 4 de 10 - Tech.edu: A Hopkins Series on Education and Technology
- Tapa dura
- Impresión bajo demanda
Librería: moluna, Greven, Alemaniamoluna
Contactar con el vendedorVendedor de 5 estrellasCondición: Nuevo
EUR 47,95
Envío por EUR 48,99Se envía de Alemania a Estados Unidos de AmericaCantidad disponible: Más de 20 disponibles
Condición: New. Dieser Artikel ist ein Print on Demand Artikel und wird nach Ihrer Bestellung fuer Sie gedruckt. This accessible book critiques the limits and implications of games and considers how they may redefine what it means to produce knowledge, to play, to educate, and to be a citizen.Imagine if new knowledge and insights came not just from research center.…