Call Number
659.13 23
Publication Date
2012
Format:
Electronic Resources
Relevance:
44783.6289
by
Ruggill, Judd Ethan.
Call Number
794.8
Publication Date
2011
Summary
In his 2004 book Game Work, Ken S. McAllister proposed a rigorous critical methodology for the discussion of the "video game complex"--The games themselves, their players, the industry that produces them, and those who review and market them. Games, McAllister demonstrated, are viewed and discussed very differently by different factions: as an economic force, as narrative texts, as a facet of popular culture, as a psychological playground, as an ethical and moral force, even as a tool for military training.
Format:
Electronic Resources
Relevance:
43629.6367
by
William Angliss College.
Call Number
WAIARC 363.4209945 REP
Publication Date
1991
Format:
Books
Relevance:
41500.3828
by
Kling, Dwayne, 1929-
Call Number
795.0979355 21
Publication Date
2000
Format:
Electronic Resources
Relevance:
41500.3398
by
Kling, Dwayne, 1929-
Call Number
795.0979355 21
Publication Date
2000
Format:
Electronic Resources
Relevance:
41500.3398
by
Wankel, Laura A.
Call Number
371.3344678 23
Publication Date
2012
Summary
Increasing Student Engagement and Retention Using Immersive Interfaces: Virtual Worlds, Gaming, and Simulation uses case studies, surveys, and literature reviews to critically examine how gaming, simulation, and virtualization are being used to improve teamwork and leadership skills in students, create engaging communities of practice, and as experiential learning tools to create inter-cultural, multi-perspective, and global experiences. Chapters include how to increase learner engagement using serious games, using game features for classroom engagement, using client-based peer assessment in multi-role, whole-enterprise simulations, using virtual worlds to develop teacher candidate skills, enhancing leadership skills through virtual simulation, using online video simulation for educational leadership, using augmented reality in education, using open source software in education, using educational robotics laboratories to enhance active learning, and utilizing the virtual learning environment to encourage faculty reflection. This volume will also discuss a framework for deploying and assessing these technologies.
Format:
Electronic Resources
Relevance:
40546.2461
by
Haber, Karen.
Call Number
741.60922 23
Publication Date
2011
Summary
"With the continuing success of the genre in children's and adult books, graphic novels, comic books, and blockbuster films--and the booming digital gaming industry--fantasy and science fiction have a large following of all ages. The visuals are a key component of all these media, and paintings and poster art are highly valued among collectors. This book is an inside look into the creative world of masters of the genre--both for the enthusiast, aspiring illustrators, and collectors. Masters of science fiction and fantasy art takes an inside look at the strategies, techniques, and inspiration of today's established and up-and-coming artists."--Provided by publisher.
Format:
Electronic Resources
Relevance:
34722.7969
by
Friedman, Bill
Call Number
725.76 FRI
Publication Date
2000
Format:
Books
Relevance:
0.1387
33.
by
Rosenthal, Victoria.
Call Number
641.5
Publication Date
2022
Format:
Electronic Resources
Relevance:
0.1291
by
Eadington, William R.
Call Number
306.48204973 INT
Publication Date
2009
Format:
Books
Relevance:
0.1179
by
Rogers, Christine.
Call Number
TR DVD 647.94023 NEV
Publication Date
1999
Summary
In this video a number of young people, working in the hospitality industry, talk about their jobs and the training involved. Areas covered include: front office, food and beverage, cooking, housekeeping, security and gaming.
Format:
Other
Relevance:
0.1147
Call Number
FUL 530.1435 GAU
Publication Date
1917
Format:
Books
Relevance:
0.1114
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