Mostrando 41 - 60 Resultados de 399 Para Buscar 'Game Freak~', tiempo de consulta: 1.74s Limitar resultados
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    por Mekersa, David
    Publicado 2015
    “…A must-read guide, this book gives you fast, accurate tips to learn the programming language necessary to create games. …”
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    “…The participants provided both general inputs (regarding the degree of competitiveness, use of rewards, or possibilities for customization) and specific inputs (such as being able to customize the look of their avatars or by having rewards that can be exchanged for real-world goods in a gift shop). However, inputs also highlighted the importance of making tools that provide features that are meaningful and motivating on their own and do not only have to rely on gameful design features to make people use them. …”
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  11. 51
    por Aldrich, Clark, 1967-
    Publicado 2009
    Tabla de Contenidos: “…-- Sims: the new media of "learning to do," not just "learning to know" -- Immersive learning simulation: because you can't learn to ride a bicycle from a book -- Computer games -- Traditional education -- Part two: simulation elements--actions and results: framing the missing essence of research and analysis -- Basic actions -- Middle skills: design patterns for more complicated actions -- Desired results -- Part three: simulation elements of systems: connecting actions and results -- Maps: the context for life -- Units: how CEOs, presidents, and hostile aliens view life on earth -- Artificial intelligence player-agent: more patient than real people -- State-based systems and models: a shortcut to simulations -- Pure mathematical system: the real stuff -- Work process -- Big skills: the most important twenty-first-century skills -- Part four: building interactive environments -- Linear content -- Game elements: a spoonful of sugar if you can avoid hypoglycemic shock -- Pedagogical elements: learn faster and better -- Tasks and levels -- Display -- Community -- Basic inputs -- Part five: formal learning program -- Learning goals: learning to be, learning to do, learning to know -- Program goals -- Target audiences and corresponding learning and program goals -- When to use sims: meeting both learning and program goals -- Educational simulation creation and milestones part 1: an overview of key steps -- Educational simulation creation and milestones part 2: calibrating skill cones and designing the different layers of feedback -- The necessary student experience of frustration and resolution -- Evaluations strategies and the analysis of learning -- Conclusion: banishing today's classrooms, curricula, term papers, training programs, business plans, and linear analysis to the intellectual slums and backwaters to which they so richly belong -- Appendix: simulation case studies: do sims work better than traditional instruction?…”
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  12. 52
    por Simko, Gabor I., Csermely, Peter
    Publicado 2013
    “…The ability of initially defecting single nodes to break overall cooperation was called as ‘game centrality’. …”
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    por Seidelin, Jacob
    Publicado 2011
    “…Discover new opportunities for building 2D and 3D games with HTML5 The newest iteration of HTML, HTML5 can be used with JavaScript, CSS3, and WebGL to create beautiful, unique, engaging games that can be played on the web or mobile devices like the iPad or Android phones. …”
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    “…By varying the level of difficulty and the game play duration, the escape room structure makes it possible to appeal to a broad audience, offer an authentic escape room experience and impart lasting knowledge through reflection after completion. …”
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    “…CONCLUSIONS: We utilized youth feedback, IMB, and agile software development to create a multilevel, immersive, action-oriented iPhone gaming intervention to improve motivation for adherence to PrEP. …”
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