Idioma: Inglés
Publicado por Our Knowledge Publishing, 2023
ISBN 10: 6206076962 ISBN 13: 9786206076964
Librería: Books Puddle, New York, NY, Estados Unidos de America
EUR 52,58
Cantidad disponible: 4 disponibles
Añadir al carritoCondición: New.
Idioma: Inglés
Publicado por Our Knowledge Publishing, 2023
ISBN 10: 6206076962 ISBN 13: 9786206076964
Librería: Majestic Books, Hounslow, Reino Unido
EUR 50,29
Cantidad disponible: 4 disponibles
Añadir al carritoCondición: New. Print on Demand.
Idioma: Inglés
Publicado por Our Knowledge Publishing, 2023
ISBN 10: 6206076962 ISBN 13: 9786206076964
Librería: Biblios, Frankfurt am main, HESSE, Alemania
EUR 51,04
Cantidad disponible: 4 disponibles
Añadir al carritoCondición: New. PRINT ON DEMAND.
Idioma: Inglés
Publicado por Our Knowledge Publishing Jun 2023, 2023
ISBN 10: 6206076962 ISBN 13: 9786206076964
Librería: BuchWeltWeit Ludwig Meier e.K., Bergisch Gladbach, Alemania
EUR 39,90
Cantidad disponible: 2 disponibles
Añadir al carritoTaschenbuch. 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
Publicado por Our Knowledge Publishing, 2023
ISBN 10: 6206076962 ISBN 13: 9786206076964
Librería: moluna, Greven, Alemania
EUR 32,78
Cantidad disponible: Más de 20 disponibles
Añadir al carritoCondición: 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
Publicado por Our Knowledge Publishing Jun 2023, 2023
ISBN 10: 6206076962 ISBN 13: 9786206076964
Librería: buchversandmimpf2000, Emtmannsberg, BAYE, Alemania
EUR 39,90
Cantidad disponible: 1 disponibles
Añadir al carritoTaschenbuch. 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.
Idioma: Inglés
Publicado por Our Knowledge Publishing, 2023
ISBN 10: 6206076962 ISBN 13: 9786206076964
Librería: AHA-BUCH GmbH, Einbeck, Alemania
EUR 40,89
Cantidad disponible: 1 disponibles
Añadir al carritoTaschenbuch. 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.