Engineering educational games for a ...
Bucchiarone, Antonio.

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  • Engineering educational games for a sustainable society = play, learn and transform /
  • Record Type: Electronic resources : Monograph/item
    Title/Author: Engineering educational games for a sustainable society/ edited by Antonio Bucchiarone, Valentina Rossi, Vanissa Wanick.
    Reminder of title: play, learn and transform /
    other author: Bucchiarone, Antonio.
    Published: Cham :Springer Nature Switzerland : : 2025.,
    Description: xiv, 307 p. :ill. (some col.), digital ;24 cm.
    [NT 15003449]: Part I: PLAY: Game-Based Learning for Engagement and Skills Development -- 1. A playful and transformative approach to Learning -- 2. Collaborative World-building as Problem-Solving: The Role of Tabletop Role-Playing Games in Sustainability Education -- 3. Using Tangible and Hybrid Interfaces to Address Student Collaboration and Mistakes in K-5 Computational Thinking Games -- 4. Exploring Digital Escape Room Games as Training Environments for Collaborative Problem-Solving Skills in Engineering Education -- Part II: LEARN: Designing Educational Games for Sustainability and Systems Thinking -- 5. Beyond Human-Centric Play: A Review of Commercial Video Games to Inform More-Than-Human Serious Game Design -- 6. Students as Partners in Designing Educational Games for Sustainability: A Case Study from a Higher Education Institution in Pakistan -- 7. Forest SaVR - A Virtual-Reality Serious Game to Raise Awareness of Deforestation -- 8. Engineering Efficient and Robust Quest Systems for Educational Games by Considering Quest Theories and the Learning Domains -- Part III: TRANSFORM: Games for Policy, Inclusion, and Environmental Awareness -- 9. Exploring the potential of games design for policy making: review and applications -- 10. Serious game on serious problems - card-game on ESG information communication -- 11. From Deficiency to Proficiency in Engineering Education: Gamification for Sustainable Learning with CIAO! Course -- 12. The Cat's Quest for Connection: A Case of Game Design as a Path for Accessible Culture with Students, Communities, and Museums -- 13. Comparing a Serious Game for Promoting Museum Visitors' Engagement and the Traditional Guided Museum Visit.
    Contained By: Springer Nature eBook
    Subject: Educational games. -
    Online resource: https://doi.org/10.1007/978-3-032-02591-3
    ISBN: 9783032025913
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