Reichweiten und Grenzen von e-Recruitment: Eine kritische Analyse unter besonderer Berücksichtigung von eignungsdiagnostischen Online-Verfahren und deren Akzeptanz am Markt (German Edition), Diplomica Verlag. HRM_Guide, 2012.
with the traffic proved to be difficult to implement, thus a temporary fix introduced a Top 5 leaderboard per level from April 16th 12:47 am until April 26th 15:05 pm where the relative leaderboard was reinstated for good.
As digital games have become an integrated part in children's and teenagers' lives, they need to be addressed in school ... Games Can Teach Us about Learning and Literacy. Cambridge (MA): MIT Press. Kafai, Y. B. (1994). Minds in Play.
... Key Skills/ Opportunities Value/Action ElectroCity Serious Game Turn-based strategy Collaborative learning, strategic thinking, critical reflection, decision-making High awareness but lowmedium chance of acting on this in real-life ...
European Conference on Games Based Learning (ECGBL 2007): Paisley, Scotland, United Kingdom, 25 - 26 October 2007
This book constitutes the refereed proceedings of the 8th International Conference on Games and Learning Alliance, GALA 2019, held in Athens, Greece, in November 2019.
This volume provides insight into the emerging paradigms, frameworks, methods and processes of managing change to better facilitate organizational transformation toward implementation of educational data mining and learning analytics.
Between the 24th and 27th August 2016, over 135 presentations were delivered and 27 posters were presented; 84 of these presentations appear in this volume of selected peer-reviewed short papers.
Video Games and Creativity explores research on the relationship between video games and creativity with regard to play, learning, and game design. It answers such questions as: Can video games be used to develop or enhance creativity?
Oliver, M., Pelletier, C.: Activity theory and learning from digital games: implications for game design. In: Digital Generations: Children, Young People and New Media. Institute of Education, London (2004) 25.
This book constitutes the refereed proceedings of the Second International Conference on Serious Games Development and Applications, SGDA 2011, held in Lisbon, Portugal in September 2011.