Full-text resources of CEJSH and other databases are now available in the new Library of Science.
Visit https://bibliotekanauki.pl

Results found: 4

first rewind previous Page / 1 next fast forward last

Search results

help Sort By:

help Limit search:
first rewind previous Page / 1 next fast forward last
EN
The article presents the most complete description possible of the basics of the idea of advertising exchange, as well as some more specialised research into the marketing of browser games. As those games grow in number, the importance of acquiring network traffic to attract players rises. Advertising exchange is the least described of all the possible ways to achieve this. First, a necessary set of definitions will be proposed. Then, the costs and aims of advertising exchange in relation to browser games will be discussed. Finally, three methods: direct exchange, partner cooperation, and indirect exchange through toplists will be presented. Their specific aims, advantages and flaws, importance and range will also be analysed in as much detail as possible, with the use of real data. Examples of relevant applications will be presented as well.
EN
Despite the rapidly growing popularity of browser games there is still little research on them, mainly because of problems with methodology. In quantitative studies, the basic problem is how to measure and compare the popularity of these games. The paper presents all the usually applied measures: from the most popular 'number of players', through active accounts, online (users logged in), ending with unique visitors. Their advantages and disadvantages will be analyzed. The model of acquiring players through browser games, the bounce rate and returning visitors will be explained. And finally, based upon the fact that browser games are a type of internet page, tools that allow access to the data describing the popularity of these games (and often other statistical parameters, too), the statistical systems, AdPlanners, toplists, Alexa and Wolfram will be presented and analyzed.
3
Content available remote

Podsumowanie roku Homo Ludens 1/2009 w internecie

100%
PL
Gamifikacja procesu nauczania to wyzwanie coraz częściej podejmowane przez nauczycieli zwracających się w kierunku wykorzystania w edukacji mechanizmów znanych z gier. Stwarza to szansę na takie zorganizowanie środowiska edukacyjnego, aby oferowało możliwość pobudzania zaangażowania studentów (a także uczniów, słuchaczy etc.) w naukę. Punktem wyjścia dla artykułu jest przegląd literatury przedstawiającej aktualny stan badań. Omawiane są wybrane metody wspierające osiąganie celów gamifikacji. Służą one selekcji mechanizmów, których implementacja pozwoli zaprojektować narzędzie (platformę software’ową) wprowadzające w życie zdefiniowane uprzednio założenia. Artykuł stanowi próbę skonstruowania katalogu wymagań dla aplikacji wspierającej proces gamifikacji nauczania.
EN
Gamification of the teaching process is a challenge more and more frequently undertaken by teachers who turn to the use of educational mechanisms known from games. This provides a chance to organize an educational environment offering a number of possibilities to stimulate student (also pupil, course participant, etc.) involvement in learning. The starting point for this paper is a literature review, showing the current state of research on the above topic. Select methods supporting the objectives of gamification are discussed. These will help to choose mechanisms that, when implemented, will allow for the creation a software platform providing all requirements. The paper is an attempt to construct a catalogue of requirements formulated for an application supporting the process of gamification in education.
first rewind previous Page / 1 next fast forward last
JavaScript is turned off in your web browser. Turn it on to take full advantage of this site, then refresh the page.