Affective and emotional aspects of human-computer interaction : game-based and innovative learning approaches / edited by Maja Pivec.
Material type: TextSeries: Future of learning ; 1.Publication details: Amsterdam ; Washington, DC : IOS Press, ©2006.Description: 1 online resource (xiv, 317 pages) : illustrationsContent type:- text
- computer
- online resource
- 1423797302
- 9781423797302
- 1601291299
- 9781601291295
- 9781586035723
- 158603572X
- 9781607501497
- 160750149X
- 9786610505128
- 6610505128
- Computer-assisted instruction
- Learning -- Research
- Experiential learning
- Education -- Effect of technological innovations on
- Education -- Simulation methods
- Computer games -- Research
- Computer-Assisted Instruction
- Enseignement assisté par ordinateur
- Apprentissage -- Recherche
- Apprentissage expérientiel
- Éducation -- Effets des innovations sur
- Éducation -- Méthodes de simulation
- Jeux d'ordinateur -- Recherche
- COMPUTERS -- Educational Software
- Computer-assisted instruction
- Education -- Effect of technological innovations on
- Education -- Simulation methods
- Experiential learning
- Learning -- Research
- Mens-computer-interactie
- Emoties
- Interaction homme-ordinateur
- 371.33/4 22
- LB1028.5 .A44 2006eb
- 54.59
- digitized 2010 HathiTrust Digital Library committed to preserve
Item type | Home library | Collection | Call number | Materials specified | Status | Date due | Barcode | |
---|---|---|---|---|---|---|---|---|
Electronic-Books | OPJGU Sonepat- Campus | E-Books EBSCO | Available |
Papers presented at the interdisciplinary workshop "Affective and Emotional Aspects of Human-Computer Interaction: Emphasis on Game-Based and Innovative Learning Approaches."
Includes bibliographical references and index.
Title page; Foreword; Acknowledgements; Supplementary Material Available via the Internet; Contents; Game-Based Learning; Affective Gaming: Advancing the Argument for Game-Based Learning; Didactic Analysis of Digital Games and Game-Based Learning; Immersive Environments: What Can We Learn from Commercial Computer Games?; What Is a Game Ego? (or How the Embodied Mind Plays a Role in Computer Game Environments); Multiple Motivations Framework; An Instructional Design/Development Model for the Creation of Game-Like Learning Environments: The FIDGE Model.
The learning process can be seen as an emotional and personal experience that is addictive and motivates learners to proactive behavior. Divided in three parts, this title discusses major topics such as: emotions, motivation, games, and game-experience.
Print version record.
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Electronic reproduction. [Place of publication not identified] : HathiTrust Digital Library, 2010. MiAaHDL
Master and use copy. Digital master created according to Benchmark for Faithful Digital Reproductions of Monographs and Serials, Version 1. Digital Library Federation, December 2002. MiAaHDL
http://purl.oclc.org/DLF/benchrepro0212
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