Engineering Educational Games for a Sustainable Society, Gebunden
Engineering Educational Games for a Sustainable Society
- Play, Learn and Transform
(soweit verfügbar beim Lieferanten)
- Herausgeber:
- Antonio Bucchiarone, Valentina Rossi, Vanissa Wanick
- Verlag:
- Springer, 11/2025
- Einband:
- Gebunden
- Sprache:
- Englisch
- ISBN-13:
- 9783032025906
- Artikelnummer:
- 12358640
- Umfang:
- 324 Seiten
- Gewicht:
- 651 g
- Maße:
- 241 x 160 mm
- Stärke:
- 24 mm
- Erscheinungstermin:
- 16.11.2025
- Hinweis
-
Achtung: Artikel ist nicht in deutscher Sprache!
Klappentext
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.