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681.3*K3 --- Computers and education --- 681.3*K3 Computers and education --- Computer-assisted instruction --- Curriculum planning --- Educational technology
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Computer science --- -681.3*K3 --- Informatics --- Science --- Study and teaching --- -Computers and education --- Festschrift - Libri Amicorum --- Pedagogiek en onderwijskunde --- vakdidactiek --- vakdidactiek. --- 681.3*K3 Computers and education --- Computers and education --- Vakdidactiek. --- 681.3*K3
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Computer Graphics in Engineering Education discusses the use of Computer Aided Design (CAD) and Computer Aided Manufacturing (CAM) as an instructional material in engineering education. Each of the nine chapters of this book covers topics and cites examples that are relevant to the relationship of CAD-CAM with engineering education. The first chapter discusses the use of computer graphics in the U.S. Naval Academy, while Chapter 2 covers key issues in instructional computer graphics. This book then discusses low-cost computer graphics in engineering education. Chapter 4 discusses the uniform b
Artificial intelligence. Robotics. Simulation. Graphics --- 681.3*I3 --- 681.3*K3 --- Computer graphics (Computing methodologies) --- Computers and education --- Offprints --- 681.3*K3 Computers and education --- 681.3*I3 Computer graphics (Computing methodologies) --- Computer graphics. --- Engineering --- Study and teaching.
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Academic collection --- #TCPW:AGGR --- #BAVD --- 681.3*A1 --- 681.3*K3 --- 681.3*K3 Computers and education --- Computers and education --- 681.3*A1 Introductory and survey --- Introductory and survey --- Informatica
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Academic collection --- #TCPW:AGGR --- #BAVD --- 681.3*A1 --- 681.3*K3 --- 681.3*K3 Computers and education --- Computers and education --- 681.3*A1 Introductory and survey --- Introductory and survey --- Informatica
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Computer-assisted instruction --- -681.3*K3 --- CAI (Computer-assisted instruction) --- Computer-aided instruction --- Computer-assisted learning --- Computer based instruction --- Computer-enhanced learning --- Electronic data processing in programmed instruction --- ILSs (Integrated learning systems) --- Integrated learning systems --- Microcomputer-aided instruction --- Microcomputer-assisted instruction --- Microcomputer-assisted learning --- Microcomputer-based instruction --- Teaching --- Education --- Educational technology --- Programmed instruction --- Telematics --- Congresses --- Computers and education --- Data processing --- Congresses. --- 681.3*K3 Computers and education --- 681.3*K3
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Computer assisted instruction --- 371.39 --- #TCPW P1.0 --- #TCPW P1.4 --- Matériel didactique Leermiddelen --- Informatique Informatica --- Enseignement Onderwijs --- Ordinateurs Computers --- Organisation scolaire Schoolinrichting --- 681.3*K3 --- Overige leermethoden --- Computers and education --- 681.3*K3 Computers and education --- 371.39 Overige leermethoden
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Curriculum development --- Electronic data processing --- -#TCPW P1.0 --- #TCPW P1.2 --- 681.3*K3 --- ADP (Data processing) --- Automatic data processing --- Data processing --- EDP (Data processing) --- IDP (Data processing) --- Integrated data processing --- Computers --- Office practice --- Study and teaching (Higher) --- Computers and education --- Automation --- Congresses. --- 681.3*K3 Computers and education --- #TCPW P1.0 --- Study and teaching (Higher)&delete& --- Congresses
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With the impressive growth the games industry has enjoyed for the past decade, game developers, educators, and marketing firms are excitedly envisioning serious games applications for computer game technologies. These applications- serious games- represent opportunities for game developers to apply their talents to areas outside of the entertainment industry. Developing Serious Games is a practical handbook that details what's involved in developing these serious games. It explores the emergence of serious games as a viable niche in the multi-billion dollar gaming industry, and it covers the various types of serious games, including military, academic, medical, and training & development. From there it continues with a discussion of the enabling technology trends, emerging standards, and the tools that promise to reinforce the current trajectory of development and user demand for serious games. The second half of the book emphasizes the economic realities of the serious games industry, including and evaluation of the market, the economic potential of the space, and the customer base. The book culminates with a serious game design document that illustrates the important differences between entertainment games and serious games. It also provides a look to the future of serious gaming from a developer's perspective. The book is written for students, established game developers, and professionals in related fields, such as modeling and simulation or instructional design, who are skilled in training with traditional approaches and tools. It is also applicable to programmers, graphic artists, and management contemplating or involved in the development of serious games.
371.694 --- 519.68 --- 681.3*K3 --- Geprogrammeerde instructie. CAI. Leermachines. Computerbegeleid onderwijs. --- Computer programming --- Computers and education --- Computer games --- Design. --- Programming. --- COMPUTERS --- Programming / Games --- Engineering & Applied Sciences --- Computer Science --- 681.3*K3 Computers and education --- 519.68 Computer programming --- 371.694 Geprogrammeerde instructie. CAI. Leermachines. Computerbegeleid onderwijs. --- Computer game programming --- Game programming (Computer games) --- Design --- Programming --- Geprogrammeerde instructie. CAI. Leermachines. Computerbegeleid onderwijs
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