In The Emergence of the Digital Humanities, Steven E. Jones examines this shift in our relationship to digital technology and the ways that it has affected humanities scholarship and the academy more broadly. Based on the premise that the network is now everywhere rather than me…
In The Emergence of the Digital Humanities, Steven E. Jones examines this shift in our relationship to digital technology and the ways that it has affected humanities scholarship and the academy more broadly. Based on the premise that the network is now everywhere rather than me…
This book constitutes the refereed proceedings of the 9th International Conference on Games and Learning Alliance, GALA 2020, held in Laval, France, in December 2020. The 35 full papers and 10 short papers were carefully reviewed and selected from 77 submissions. The papers cove…
Stroke is one of the leading causes of disability with over three-quarters of patients experiencing an upper limb impairment varying in severity. Early, intense, and frequent physical rehabilitation is important for quicker recovery of the upper limbs and the prevention of furth…
Bu çalışmanın amacı; şirket içi uzaktan eğitimde oyunlaştırma uygulaması kullanılan bir kurumda çalışanların, görev türü ve şirket içi performans puanlarına göre uygulamaya katılım tercihlerinin ele alınması ve şirket içerisinde oyunlaştırma uygulaması kullanılmasına yönelik gör…
In 2018-2019, over 1 million international students from all over the world come to the United States to seek higher education. Along with their hope for quality education, they bring their own cultures. The clash of the United States (US) culture and the foreign culture produce…
Commercial uses of gamification position this media practice within business origins, yet the use of gamification extends beyond these boundaries. Drawing from an historical-cultural analysis, this dissertation examines three case studies of gamified responses to social problems…
The aim of this thesis is to critically analyze the methodologies of preservation, display, contextualization, and interpretation of video games in context to the museum. Video games are a multilayered medium which encompass interactivity, immersion, technology, play, history, a…
Gamification is the application of game-design elements and game principles to non-game contexts, and has been used to solve problems by applying characteristics of games. Though it has principally been applied in the areas of business and education, this book seeks to expand fo…
Gamification is the application of game-design elements and game principles to non-game contexts, and has been used to solve problems by applying characteristics of games. Though it has principally been applied in the areas of business and education, this book seeks to expand fo…
Shows how to design online instruction that leverages the best elements of online games to increase learning, retention, and application. Explains how to match different game strategies to types of learning content for the right learning outcome and discusses how gamification te…
"Learning professionals are finding success applying game-based sensibilities to the development of instruction. This is the first book to show how to design online instruction that leverages the best elements of online games to increase learning, retention, and application. It …