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Published by Springer-Verlag Berlin and Heidelberg GmbH & Co. KG, Berlin, 2011
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Paperback. Condition: new. Paperback. This book constitutes the proceedings of the International Workshop on Vagueness in Communication, VIC 2009, held as part of ESSLLI 2009, in Bordeaux, France, July 20-24, 2009.The 11 contributions presented shed a light on new aspects in the area of vagueness in natural language communication. In contrast to the classical instruments of dealing with vagueness - like multi-valued logics, truth value gaps or gluts, or supervaluations - this volume presents new approaches like context-sensitivity of vagueness, the sharpening of vague predicates in context, and the modeling of precision levels. This book constitutes the proceedings of the International Workshop on Vagueness in Communication, VIC 2009, held as part of ESSLLI 2009, in Bordeaux, France, July 20-24, 2009. Shipping may be from multiple locations in the US or from the UK, depending on stock availability.
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Published by LAP LAMBERT Academic Publishing, 2014
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Taschenbuch. Condition: Neu. Designing Educational Games: The 5/10 Method | Rick van Rooij | Taschenbuch | 76 S. | Englisch | 2014 | LAP LAMBERT Academic Publishing | EAN 9783659623943 | Verantwortliche Person für die EU: preigu GmbH & Co. KG, Lengericher Landstr. 19, 49078 Osnabrück, mail[at]preigu[dot]de | Anbieter: preigu.
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Published by Springer-Verlag Berlin and Heidelberg GmbH & Co. K, Germany, 2009
ISBN 10: 3642184456 ISBN 13: 9783642184451
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ISBN 10: 3642184456 ISBN 13: 9783642184451
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Condition: New. unique visibilityfast-track conference proceedingsstate-of-the-art researchThis book constitutes the proceedings of the International Workshop on Vagueness in Communication, VIC 2009, held as part of ESSLLI 2009, in Bordeaux, France, July 20-24, 2009.Th.
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Taschenbuch. Condition: Neu. Neuware - This book constitutes the proceedings of the International Workshop on Vagueness in Communication, VIC 2009, held as part of ESSLLI 2009, in Bordeaux, France, July 20-24, 2009.The 11 contributions presented shed a light on new aspects in the area of vagueness in natural language communication. In contrast to the classical instruments of dealing with vagueness - like multi-valued logics, truth value gaps or gluts, or supervaluations - this volume presents new approaches like context-sensitivity of vagueness, the sharpening of vague predicates in context, and the modeling of precision levels.
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Published by LAP LAMBERT Academic Publishing, 2014
ISBN 10: 3659623946 ISBN 13: 9783659623943
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Published by LAP LAMBERT Academic Publishing Dez 2014, 2014
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Taschenbuch. Condition: Neu. This item is printed on demand - it takes 3-4 days longer - Neuware -Over the last few years educative games have been on a rise. They have been shown to improve insight, involvement, engagement in the subject, scientific discourse, reasoning and inquiry. They have been used in schools with success and good results. However recent studies show that in spite of this potential, games are often misused and are hard to integrate in the instructional environment. Often it is not clear what a game contributes to a students learning or how it should be used because of a lack of learning objectives and outcomes. In this study I propose a method that provides and clearly states these learning objectives allowing for a better assessment of the contribution it can of er to the existing instructional environment. To do this I combine the widely used design model ADDIE with the instructional design method 10 steps to complex learning by Merriënboer. This method is then applied in creating the educational game Moth as a proof of concept. 76 pp. Englisch.
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Published by LAP LAMBERT Academic Publishing, 2014
ISBN 10: 3659623946 ISBN 13: 9783659623943
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Published by LAP LAMBERT Academic Publishing, 2014
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Published by LAP LAMBERT Academic Publishing, 2014
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Condition: New. Dieser Artikel ist ein Print on Demand Artikel und wird nach Ihrer Bestellung fuer Sie gedruckt. Autor/Autorin: van Rooij RickBorn in 1985, Rick grew up with a keen interest in computer games. His education in Artificial Intelligence and Game and Media Technology further increased his interest in game development, the psychology behind the pl.
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Published by LAP LAMBERT Academic Publishing Dez 2014, 2014
ISBN 10: 3659623946 ISBN 13: 9783659623943
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Taschenbuch. Condition: Neu. This item is printed on demand - Print on Demand Titel. Neuware -Over the last few years educative games have been on a rise. They have been shown to improve insight, involvement, engagement in the subject, scientific discourse, reasoning and inquiry. They have been used in schools with success and good results. However recent studies show that in spite of this potential, games are often misused and are hard to integrate in the instructional environment. Often it is not clear what a game contributes to a students learning or how it should be used because of a lack of learning objectives and outcomes. In this study I propose a method that provides and clearly states these learning objectives allowing for a better assessment of the contribution it can of er to the existing instructional environment. To do this I combine the widely used design model ADDIE with the instructional design method 10 steps to complex learning by Merriënboer. This method is then applied in creating the educational game Moth as a proof of concept.VDM Verlag, Dudweiler Landstraße 99, 66123 Saarbrücken 76 pp. Englisch.
Language: English
Published by LAP LAMBERT Academic Publishing, 2014
ISBN 10: 3659623946 ISBN 13: 9783659623943
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Taschenbuch. Condition: Neu. nach der Bestellung gedruckt Neuware - Printed after ordering - Over the last few years educative games have been on a rise. They have been shown to improve insight, involvement, engagement in the subject, scientific discourse, reasoning and inquiry. They have been used in schools with success and good results. However recent studies show that in spite of this potential, games are often misused and are hard to integrate in the instructional environment. Often it is not clear what a game contributes to a students learning or how it should be used because of a lack of learning objectives and outcomes. In this study I propose a method that provides and clearly states these learning objectives allowing for a better assessment of the contribution it can of er to the existing instructional environment. To do this I combine the widely used design model ADDIE with the instructional design method 10 steps to complex learning by Merriënboer. This method is then applied in creating the educational game Moth as a proof of concept.