Advertisement

Introduction

  • Johannes KonertEmail author
Chapter
  • 1.3k Downloads
Part of the Springer Theses book series (Springer Theses)

Abstract

Playing is an inalienable part of human life, integral for understanding the rules this world follows. Mastering the challenges of life can be supported by playful practice and knowledge exchange among others. Thus, insights and methodical approaches are passed on from generation to generation. How the aspects of gaming, the related learning, and the field of social media are envisioned to be interconnected among each other is outlined in the following, covering the underlying motivation for the addressed topics (Sect. 1.1), a summary of the contributions (Sect. 1.2), the research approach (Sect. 1.3), and an outline of the thesis’ organization (Sect. 1.4).

Keywords

Social Medium Knowledge Exchange Educational Game Game Developer Social Media Application 
These keywords were added by machine and not by the authors. This process is experimental and the keywords may be updated as the learning algorithm improves.

References

  1. 1.
    Herbert D. Benington. Production of Large Computer Programs. IEEE Annals of the History of Computing, 5(4):350–361, October 1983. ISSN 1058–6180.Google Scholar
  2. 2.
    Ryan Cavanaugh and Matt Ellis. Automating the Process of Assigning Studentsto Cooperative-Learning Teams. Proceedings of the 2004 American Society for Engineering Education Annual Conference & Exposition, 2004.Google Scholar

Copyright information

© Springer International Publishing Switzerland 2015

Authors and Affiliations

  1. 1.Department of Electrical Engineering and Information TechnologyTechnische Universität DarmstadtDarmstadtGermany

Personalised recommendations