The World of Games: Technologies for Experimenting, Thinking, Learning (Registro nro. 263311)

MARC details
000 -LIDER
fixed length control field 06007nam a22005775i 4500
001 - CONTROL NUMBER
control field 978-3-031-48016-4
003 - CONTROL NUMBER IDENTIFIER
control field DE-He213
005 - DATE AND TIME OF LATEST TRANSACTION
control field 20240207153750.0
007 - PHYSICAL DESCRIPTION FIXED FIELD--GENERAL INFORMATION
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020 ## - INTERNATIONAL STANDARD BOOK NUMBER
International Standard Book Number 9783031480164
-- 978-3-031-48016-4
050 #4 - LIBRARY OF CONGRESS CALL NUMBER
Classification number TA345-345.5
072 #7 - SUBJECT CATEGORY CODE
Subject category code UN
Source bicssc
072 #7 - SUBJECT CATEGORY CODE
Subject category code COM018000
Source bisacsh
072 #7 - SUBJECT CATEGORY CODE
Subject category code UN
Source thema
082 04 - DEWEY DECIMAL CLASSIFICATION NUMBER
Classification number 620.00285
Edition number 23
245 14 - TITLE STATEMENT
Title The World of Games: Technologies for Experimenting, Thinking, Learning
Medium [electronic resource] :
Remainder of title XXIII Professional Culture of the Specialist of the Future, Volume 2 /
Statement of responsibility, etc. edited by Daria Bylieva, Alfred Nordmann.
250 ## - EDITION STATEMENT
Edition statement 1st ed. 2023.
264 #1 -
-- Cham :
-- Springer Nature Switzerland :
-- Imprint: Springer,
-- 2023.
300 ## - PHYSICAL DESCRIPTION
Extent XI, 412 p. 91 illus., 80 illus. in color.
Other physical details online resource.
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-- text
-- txt
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-- computer
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-- online resource
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347 ## -
-- text file
-- PDF
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490 1# - SERIES STATEMENT
Series statement Lecture Notes in Networks and Systems,
International Standard Serial Number 2367-3389 ;
Volume/sequential designation 829
500 ## - GENERAL NOTE
General note Acceso multiusuario
505 0# - FORMATTED CONTENTS NOTE
Formatted contents note Part I: From Building Blocks to Augmented Reality Glasses - Technologies for Gaming -- The Metaverse: Changing the Landscape of Media Education -- Application of Phygital Games at the University in the Context of Digitalization -- An EON-XR Augmented Reality Application for Motivation Stimulation and Vocabulary Training of Master's Degree Students Majoring in Civil Engineering -- Game Technologies and High-Fidelity Patient Simulation in the field of Psychology and Medicine -- Video Games in Teaching Audiovisual Translation to University Students -- Development of a Play and Program Mobile Application Based on the Gamification Methodology -- Experience of Non-linguistics Students Creating Online Games on Foreign Language Grammar -- Part II: Games in Various Educational Environments -- Using Game Practices to Identify Teams Capable of Generating Entrepreneurial Ideas -- The Phenomenon of "Social Responsibility" as a Construct of the Humanitarian Educational Ecosystem for the Training of Future Engineers: Perspectives, Forms, Approaches -- The Use of Gamification Elements for the Development of Creativity in Engineering -- Designing Tabletop Games for Individuals with Disabilities through Student Project activity -- Computer Games and Literary Education: Opportunities and Limitations -- A Gamification Conceptual Framework for Marketing Courses -- The Formative Role of "Model UN" in the Development of the Professional Personality of Diplomats -- Unlocking the Power of Gamification: Evaluating the Efficacy of Wizer.me in EFL Vocabulary Acquisition -- Assessment of the Creative Freedom of Students Trained in the Acting Technique "Demidov Études" -- The Development of Ethno-Cultural Empathy within a Multicultural Educational Environment: Peculiarities and Role-Playing Experiences -- Moot Court Competition in a Foreign Language : Developing Professional Competencies through a Business Game -- Gaming Technologies in the Formation of Legal Students' Professional Competencies: Moot Courts -- Technologies for Innovative Potential Development of University Students majoring in Engineering -- Gamification in Teaching Foreign Languages to Economics Students: A Case Study -- Visual Novels as a Means of Business Communication Skills Development for Computer Science Students -- WebQuest as a Means for Students' Soft Skills Development in Engineering Foreign Language Education -- Problem-Based Role Plays in Teaching English to Students of Humanities -- A Business Game Introduction into Foreign Language Training of Materials Science and Engineering Students -- Gamification in Foreign Language Education: Development of Lexical Skills in Teaching a Second Foreign Language at the University -- Gamified Communication as a Didactic tool for Mastering a Professionally Oriented Video Course in a Foreign Language -- The use of role-playing games to develop the skills of constructive communication of healthcare professionals -- The Use of Games in English Language Lessons as a Means of Communication.
520 ## - SUMMARY, ETC.
Summary, etc. This book reflects the various dimensions of play. It gathers together experience with role-play, tabletop, and online games and develops and assesses tools. It also reflects the human condition in this world of games as it becomes a digital world. We are living in a World of Games where every game is a world through which we learn about the world. A World of Games is fun and engaging, but it also provides deceptive pleasures. What may seem like fun is far from harmless. And then there are the many ways of learning in the mode of play.
541 ## - IMMEDIATE SOURCE OF ACQUISITION NOTE
Owner UABC ;
Method of acquisition Perpetuidad
650 #0 - SUBJECT ADDED ENTRY--TOPICAL TERM
Término temático o nombre geográfico como elemento de entrada Engineering
Subdivisión general Data processing.
650 #0 - SUBJECT ADDED ENTRY--TOPICAL TERM
Término temático o nombre geográfico como elemento de entrada Computers and civilization.
650 #0 - SUBJECT ADDED ENTRY--TOPICAL TERM
Término temático o nombre geográfico como elemento de entrada Computational intelligence.
650 14 - SUBJECT ADDED ENTRY--TOPICAL TERM
Término temático o nombre geográfico como elemento de entrada Data Engineering.
650 24 - SUBJECT ADDED ENTRY--TOPICAL TERM
Término temático o nombre geográfico como elemento de entrada Computers and Society.
650 24 - SUBJECT ADDED ENTRY--TOPICAL TERM
Término temático o nombre geográfico como elemento de entrada Computational Intelligence.
700 1# - ADDED ENTRY--PERSONAL NAME
Personal name Bylieva, Daria.
Relator term editor.
-- (orcid)0000-0002-7956-4647
-- https://orcid.org/0000-0002-7956-4647
Relator code edt
-- http://id.loc.gov/vocabulary/relators/edt
700 1# - ADDED ENTRY--PERSONAL NAME
Personal name Nordmann, Alfred.
Relator term editor.
-- (orcid)0000-0002-2173-4084
-- https://orcid.org/0000-0002-2173-4084
Relator code edt
-- http://id.loc.gov/vocabulary/relators/edt
710 2# - ADDED ENTRY--CORPORATE NAME
Corporate name or jurisdiction name as entry element SpringerLink (Online service)
773 0# - HOST ITEM ENTRY
Title Springer Nature eBook
776 08 - ADDITIONAL PHYSICAL FORM ENTRY
Relationship information Printed edition:
International Standard Book Number 9783031480157
776 08 - ADDITIONAL PHYSICAL FORM ENTRY
Relationship information Printed edition:
International Standard Book Number 9783031480171
776 08 - ADDITIONAL PHYSICAL FORM ENTRY
Relationship information Printed edition:
International Standard Book Number 9783031480188
830 #0 - SERIES ADDED ENTRY--UNIFORM TITLE
Uniform title Lecture Notes in Networks and Systems,
-- 2367-3389 ;
Volume number/sequential designation 829
856 40 - ELECTRONIC LOCATION AND ACCESS
Public note Libro electrónico
Uniform Resource Identifier http://libcon.rec.uabc.mx:2048/login?url=https://doi.org/10.1007/978-3-031-48016-4
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-- ZDB-2-SXIT
942 ## - ADDED ENTRY ELEMENTS (KOHA)
Koha item type Libro Electrónico
Existencias
Estado de retiro Colección Ubicación permanente Ubicación actual Fecha de ingreso Total Checkouts Date last seen Número de copia Tipo de material
  Colección de Libros Electrónicos Biblioteca Electrónica Biblioteca Electrónica 07/02/2024   07/02/2024 1 Libro Electrónico

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