ISBN: 9786206076964 - youubi gamer: application based on gamification and geolocation (8 resultados)

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  • Idioma: Inglés

    Editorial: Our Knowledge Publishing, 2023

    6206076962 / 9786206076964

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    Librería: Books Puddle, Woodside, NY, Estados Unidos de AmericaBooks Puddle

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    Condición: Nuevo

    EUR 53,95

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    Cantidad disponible: 4 disponibles

    Condición: New.

  • Idioma: Inglés

    Editorial: Our Knowledge Publishing, 2023

    6206076962 / 9786206076964

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    Librería: preigu, Osnabrück, Alemaniapreigu

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    EUR 36,35

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    Cantidad disponible: 5 disponibles

    Taschenbuch. Condición: Neu. Youubi Gamer | Application based on gamification and geolocation | Everton Jales de Oliveira (u. a.) | Taschenbuch | Englisch | 2023 | Our Knowledge Publishing | EAN 9786206076964 | Verantwortliche Person für die EU: SIA OmniScriptum Publishing, Brivibas Gatve 197, 1039 RIGA, LETTLAND, customerservice[at]vdm-vsg[dot]de | Anbieter: preigu.…

  • Idioma: Inglés

    Editorial: Our Knowledge Publishing, 2023

    6206076962 / 9786206076964

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    Librería: Majestic Books, Hounslow, Reino UnidoMajestic Books

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    Condición: Nuevo

    EUR 53,02

    Envío por EUR 7,75 
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    Cantidad disponible: 4 disponibles

    Condición: New. Print on Demand.

  • Idioma: Inglés

    Editorial: Our Knowledge Publishing Jun 2023, 2023

    6206076962 / 9786206076964

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    Librería: BuchWeltWeit Ludwig Meier e.K., Bergisch Gladbach, AlemaniaBuchWeltWeit Ludwig Meier e.K.

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    Condición: Nuevo

    EUR 39,90

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    Cantidad disponible: 2 disponibles

    Taschenbuch. Condición: Neu. This item is printed on demand - it takes 3-4 days longer - Neuware -It was established as an objective to design, develop and evaluate an application that uses u-learning elements that integrates gamification elements, called here Youubi Gamer, making use of the Youubi API services, and analyse the impacts on the learning practices and strategies adopted by its users. To achieve the established goal, the method was divided into two phases. In the first phase, design thinking was used, composed of four stages. Immersion, brainstorming of ideas, prototyping and implementation. The second phase of the method makes use of qualitative and quantitative techniques of data collection, such as application of profile questionnaire, satisfaction questionnaire, diaries, and focus group. As results of the work we have the Youubi Gamer application that was evaluated during the period of a week in a higher education institution. After the collection and analysis of the data, it was verified, with the introduction of Youubi Gamer, the emergence of new learning practices on the part of the students, and an increase in their engagement due to the gamification elements present in the application. 56 pp. Englisch.…

  • Idioma: Inglés

    Editorial: Our Knowledge Publishing, 2023

    6206076962 / 9786206076964

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    Librería: Biblios, frankfurt am main, HESSE, AlemaniaBiblios

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    Condición: Nuevo

    EUR 53,68

    Envío por EUR 9,95 
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    Cantidad disponible: 4 disponibles

    Condición: New. PRINT ON DEMAND.

  • Idioma: Inglés

    Editorial: Our Knowledge Publishing, 2023

    6206076962 / 9786206076964

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    Librería: AHA-BUCH GmbH, Einbeck, AlemaniaAHA-BUCH GmbH

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    Condición: Nuevo

    EUR 45,66

    Envío por EUR 35,00 
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    Cantidad disponible: 1 disponible

    Taschenbuch. Condición: Neu. nach der Bestellung gedruckt Neuware - Printed after ordering - It was established as an objective to design, develop and evaluate an application that uses u-learning elements that integrates gamification elements, called here Youubi Gamer, making use of the Youubi API services, and analyse the impacts on the learning practices and strategies adopted by its users. To achieve the established goal, the method was divided into two phases. In the first phase, design thinking was used, composed of four stages. Immersion, brainstorming of ideas, prototyping and implementation. The second phase of the method makes use of qualitative and quantitative techniques of data collection, such as application of profile questionnaire, satisfaction questionnaire, diaries, and focus group. As results of the work we have the Youubi Gamer application that was evaluated during the period of a week in a higher education institution. After the collection and analysis of the data, it was verified, with the introduction of Youubi Gamer, the emergence of new learning practices on the part of the students, and an increase in their engagement due to the gamification elements present in the application.…

  • Idioma: Inglés

    Editorial: Our Knowledge Publishing, 2023

    6206076962 / 9786206076964

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    Librería: moluna, Greven, Alemaniamoluna

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    Condición: Nuevo

    EUR 32,78

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    Cantidad disponible: Más de 20 disponibles

    Condición: New. Dieser Artikel ist ein Print on Demand Artikel und wird nach Ihrer Bestellung fuer Sie gedruckt. Autor/Autorin: de Oliveira Everton JalesGraduated in Computer Science (2016) at UFERSA and member of the Technological Center for Software Engineering (NTES) since 2013. Works in the research and development of digital games for autistic children a.…

  • Idioma: Inglés

    Editorial: Our Knowledge Publishing Jun 2023, 2023

    6206076962 / 9786206076964

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    Librería: buchversandmimpf2000, Emtmannsberg, BAYE, Alemaniabuchversandmimpf2000

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    Condición: Nuevo

    EUR 39,90

    Envío por EUR 60,00 
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    Cantidad disponible: 1 disponible

    Taschenbuch. Condición: Neu. This item is printed on demand - Print on Demand Titel. Neuware -It was established as an objective to design, develop and evaluate an application that uses u-learning elements that integrates gamification elements, called here Youubi Gamer, making use of the Youubi API services, and analyse the impacts on the learning practices and strategies adopted by its users. To achieve the established goal, the method was divided into two phases. In the first phase, design thinking was used, composed of four stages. Immersion, brainstorming of ideas, prototyping and implementation. The second phase of the method makes use of qualitative and quantitative techniques of data collection, such as application of profile questionnaire, satisfaction questionnaire, diaries, and focus group. As results of the work we have the Youubi Gamer application that was evaluated during the period of a week in a higher education institution. After the collection and analysis of the data, it was verified, with the introduction of Youubi Gamer, the emergence of new learning practices on the part of the students, and an increase in their engagement due to the gamification elements present in the application.VDM Verlag, Dudweiler Landstraße 99, 66123 Saarbrücken 56 pp. Englisch.…