EUR 5,93 expédition depuis Royaume-Uni vers Etats-Unis
Destinations, frais et délaisEUR 2,36 expédition vers Etats-Unis
Destinations, frais et délaisVendeur : AwesomeBooks, Wallingford, Royaume-Uni
hardcover. Etat : Very Good. Knowledge Games â" How Playing Games Can Solve Problems, Create Insight, and Make Change (Tech.edu: A Hopkins Series on Education and Technology) This book is in very good condition and will be shipped within 24 hours of ordering. The cover may have some limited signs of wear but the pages are clean, intact and the spine remains undamaged. This book has clearly been well maintained and looked after thus far. Money back guarantee if you are not satisfied. See all our books here, order more than 1 book and get discounted shipping. . N° de réf. du vendeur 7719-9781421419206
Quantité disponible : 1 disponible(s)
Vendeur : Midtown Scholar Bookstore, Harrisburg, PA, Etats-Unis
Hardcover. Etat : Good. Good - Bumped and creased book with tears to the extremities, but not affecting the text block, may have remainder mark or previous owner's name - GOOD Standard-sized. N° de réf. du vendeur M1421419203Z3
Quantité disponible : 2 disponible(s)
Vendeur : SecondSale, Montgomery, IL, Etats-Unis
Etat : Very Good. Item in very good condition! Textbooks may not include supplemental items i.e. CDs, access codes etc. N° de réf. du vendeur 00076174951
Quantité disponible : 2 disponible(s)
Vendeur : GreatBookPrices, Columbia, MD, Etats-Unis
Etat : As New. Unread book in perfect condition. N° de réf. du vendeur 24832547
Quantité disponible : Plus de 20 disponibles
Vendeur : Phatpocket Limited, Waltham Abbey, HERTS, Royaume-Uni
Etat : Good. Your purchase helps support Sri Lankan Children's Charity 'The Rainbow Centre'. Ex-library, so some stamps and wear, but in good overall condition. Our donations to The Rainbow Centre have helped provide an education and a safe haven to hundreds of children who live in appalling conditions. N° de réf. du vendeur Z1-A-017-02173
Quantité disponible : 1 disponible(s)
Vendeur : GreatBookPricesUK, Woodford Green, Royaume-Uni
Etat : As New. Unread book in perfect condition. N° de réf. du vendeur 24832547
Quantité disponible : Plus de 20 disponibles
Vendeur : GreatBookPrices, Columbia, MD, Etats-Unis
Etat : New. N° de réf. du vendeur 24832547-n
Quantité disponible : Plus de 20 disponibles
Vendeur : Grand Eagle Retail, Fairfield, OH, Etats-Unis
Hardcover. Etat : new. Hardcover. Imagine if new knowledge and insights came not just from research centers, think tanks, and universities but also from games, of all things. Video games have been viewed as causing social problems, but what if they actually helped solve them? This question drives Karen Schrier's Knowledge Games, which seeks to uncover the potentials and pitfalls of using games to make discoveries, solve real-world problems, and better understand our world. For example, so-called knowledge games-such as Foldit, a protein-folding puzzle game, SchoolLife, which crowdsources bullying interventions, and Reverse the Odds, in which mobile game players analyze breast cancer data-are already being used by researchers to gain scientific, psychological, and humanistic insights. Schrier argues that knowledge games are potentially powerful because of their ability to motivate a crowd of problem solvers within a dynamic system while also tapping into the innovative data processing and computational abilities of games.In the near future, Schrier asserts, knowledge games may be created to understand and predict voting behavior, climate concerns, historical perspectives, online harassment, susceptibility to depression, or optimal advertising strategies, among other things. In addition to investigating the intersection of games, problem solving, and crowdsourcing, Schrier examines what happens when knowledge emerges from games and game players rather than scientists, professionals, and researchers. This accessible book also critiques the limits and implications of games and considers how they may redefine what it means to produce knowledge, to play, to educate, and to be a citizen. This accessible book critiques the limits and implications of games and considers how they may redefine what it means to produce knowledge, to play, to educate, and to be a citizen. Shipping may be from multiple locations in the US or from the UK, depending on stock availability. N° de réf. du vendeur 9781421419206
Quantité disponible : 1 disponible(s)
Vendeur : Kennys Bookshop and Art Galleries Ltd., Galway, GY, Irlande
Etat : New. This accessible book critiques the limits and implications of games and considers how they may redefine what it means to produce knowledge, to play, to educate, and to be a citizen. Series: Tech.edu: A Hopkins Series on Education and Technology. Num Pages: 288 pages, 18 black & white halftones. BIC Classification: JNM; TBX. Category: (P) Professional & Vocational. Dimension: 229 x 152 x 25. . . 2016. Hardcover. . . . . N° de réf. du vendeur V9781421419206
Quantité disponible : Plus de 20 disponibles
Vendeur : Kennys Bookstore, Olney, MD, Etats-Unis
Etat : New. This accessible book critiques the limits and implications of games and considers how they may redefine what it means to produce knowledge, to play, to educate, and to be a citizen. Series: Tech.edu: A Hopkins Series on Education and Technology. Num Pages: 288 pages, 18 black & white halftones. BIC Classification: JNM; TBX. Category: (P) Professional & Vocational. Dimension: 229 x 152 x 25. . . 2016. Hardcover. . . . . Books ship from the US and Ireland. N° de réf. du vendeur V9781421419206
Quantité disponible : Plus de 20 disponibles