9786206076964 - youubi gamer: application based on gamification and geolocation de de oliveira, everton jales; de s monteiro, bruno; milton m neto, francisco (8 resultados)
Youubi Gamer: Application based on gamification and geolocation
De Oliveira, Everton Jales; De S Monteiro, Bruno; Milton M Neto, Francisco
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Librería: Books Puddle, New York, NY, Estados Unidos de AmericaBooks Puddle
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EUR 52,83
Envío por EUR 3,51Se envía dentro de Estados Unidos de AmericaCantidad disponible: 4 disponibles
Condición: New.
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Librería: preigu, Osnabrück, Alemaniapreigu
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EUR 36,35
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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: preigu GmbH & Co. KG, Lengericher Landstr. 19, 49078 Osnabrück, mail[at]preigu[dot]d…e | Anbieter: preigu.
Youubi Gamer: Application based on gamification and geolocation
De Oliveira, Everton Jales; De S Monteiro, Bruno; Milton M Neto, Francisco
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Librería: Majestic Books, Hounslow, Reino UnidoMajestic Books
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EUR 51,00
Envío por EUR 7,61Se envía de Reino Unido a Estados Unidos de AmericaCantidad disponible: 4 disponibles
Condición: New. Print on Demand.
Youubi Gamer: Application based on gamification and geolocation
De Oliveira, Everton Jales; De S Monteiro, Bruno; Milton M Neto, Francisco
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Librería: Biblios, frankfurt am main, HESSE, AlemaniaBiblios
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EUR 51,86
Envío por EUR 9,95Se envía de Alemania a Estados Unidos de AmericaCantidad disponible: 4 disponibles
Condición: New. PRINT ON DEMAND.
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Librería: BuchWeltWeit Ludwig Meier e.K., Bergisch Gladbach, AlemaniaBuchWeltWeit Ludwig Meier e.K.
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EUR 39,90
Envío por EUR 23,00Se envía de Alemania a Estados Unidos de AmericaCantidad 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.
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Librería: moluna, Greven, Alemaniamoluna
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EUR 32,78
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. 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 digita…l games for autistic children a.
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Librería: buchversandmimpf2000, Emtmannsberg, BAYE, Alemaniabuchversandmimpf2000
Contactar con el vendedorVendedor de 5 estrellasCondición: Nuevo
EUR 39,90
Envío por EUR 60,00Se envía de Alemania a Estados Unidos de AmericaCantidad disponible: 1 disponibles
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 impa…cts 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.
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Librería: AHA-BUCH GmbH, Einbeck, AlemaniaAHA-BUCH GmbH
Contactar con el vendedorVendedor de 5 estrellasCondición: Nuevo
EUR 40,89
Envío por EUR 60,51Se envía de Alemania a Estados Unidos de AmericaCantidad disponible: 1 disponibles
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 impac…ts 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.





