標題: Titlebook: Games and Learning Alliance; 12th International C Pierpaolo Dondio,Mariana Rocha,Francesco Bellotti Conference proceedings 2024 The Editor( [打印本頁] 作者: deduce 時間: 2025-3-21 20:01
書目名稱Games and Learning Alliance影響因子(影響力)
書目名稱Games and Learning Alliance影響因子(影響力)學(xué)科排名
書目名稱Games and Learning Alliance網(wǎng)絡(luò)公開度
書目名稱Games and Learning Alliance網(wǎng)絡(luò)公開度學(xué)科排名
書目名稱Games and Learning Alliance被引頻次
書目名稱Games and Learning Alliance被引頻次學(xué)科排名
書目名稱Games and Learning Alliance年度引用
書目名稱Games and Learning Alliance年度引用學(xué)科排名
書目名稱Games and Learning Alliance讀者反饋
書目名稱Games and Learning Alliance讀者反饋學(xué)科排名
作者: 大罵 時間: 2025-3-21 22:59 作者: 充足 時間: 2025-3-22 02:09 作者: Kidnap 時間: 2025-3-22 06:16
- Historical Japanese Cross Scroll Meets VRay museum operations. Within this framework, contemporary media platforms like virtual reality (VR) still maintain an element of novelty in public perception, thereby serving as a catalyst to engage individuals in cultural knowledge. Drawing on these assumptions, this paper introduces our serious ga作者: ovation 時間: 2025-3-22 08:49
: A Virtual Reality Game for?Body Ownership Investigationnvestigating Body Ownership (BO) in the field of cognitive sciences, especially when the visual output diverges from real-world actions. Previous research in BO uses questionnaires and brain imaging, where the former is a highly subjective metric, and the latter is very costly in time, money, and pe作者: 尖 時間: 2025-3-22 13:19 作者: 尖 時間: 2025-3-22 18:43
The Design and Implementation of Biological Evolution as a Video Game Mechanichoice to dictate evolutionary trajectories. Our game studio aims to incorporate scientifically accurate evolutionary models into gameplay mechanics. In our previous games Darwin’s Demons and Project Hastur, we designed digital genomes and implemented evolutionary models to create enemy populations t作者: IOTA 時間: 2025-3-22 21:41
The Nurse’s Knowledge Bank: A Serious Knowledge Elicitation and Evaluation Game of practice (CoP) or beyond geography or time. As nursing accounts for over half the healthcare professionals globally, the role is broad in scope, performed in various healthcare settings and across the human lifespan; managing this knowledge is important. To address this problem, this research ex作者: 機警 時間: 2025-3-23 04:49 作者: Seminar 時間: 2025-3-23 06:54
A Reusable Serious Game Model for Natural Hazard Risk Communication: Evaluation of a Tsunami-Focusedsaster risk reduction advice to form the learning objectives of a serious game prototype for tsunami hazard. The study proposes an activity model that could form the basis of a game applicable to twelve different natural hazard scenarios thereby reducing resource input and reaching a significant num作者: 侵略 時間: 2025-3-23 11:12
Does Players’ Prosocial Behavior in?Computer Game Predict Their Well-Being in?Real Life?ited to engage in a simple computer game where their task was to assist others in enhancing their mobility to reach the goal. The primary objective of this study was to determine whether the characteristics of this supportive behavior in the game could predict the participants’ well-being in real li作者: Rejuvenate 時間: 2025-3-23 17:20 作者: fatty-streak 時間: 2025-3-23 21:40 作者: 不能仁慈 時間: 2025-3-24 00:47
The C3C Game: Serious Games and?Community-Centered Design for?Improved Pandemic Decision Makingftermath of the COVID-19 pandemic, public health and emergency management organizations are beginning to use such games to enhance their preparedness and readiness activities. In this paper, we present a Knowledge Acquisition Analytical Game (K2AG) focused on understanding and providing training for作者: Cerebrovascular 時間: 2025-3-24 03:44 作者: PANT 時間: 2025-3-24 10:20
The Gamification Elements Speech-Language Pathologists Use to Motivate Children for Speech Therapy Tg with parents. Therefore, one of the most important tasks of paediatric speech-language pathologists (SLPs) is to find different ways, over and over again, to motivate children for training. As different types of games themselves have already been identified as important motivational tools used by 作者: Intersect 時間: 2025-3-24 14:18
Application of?a?Serious Game for?Emotion Elicitation Under Socio-Economic and?Trust Based Decision-igms utilizing socio-economic and trust-based contexts have been established to elicit specific emotional responses in autistic individuals. Serious games, incorporating cohesive storylines and multiple interactions within these contexts, can serve as engaging tools for emotion elicitation in autist作者: 犬儒主義者 時間: 2025-3-24 17:16
Towards a?Competitive Two-Player Anti-phishing Learning Gament, the game presents a more constructive learning environment, in which players can compete against each other during the game-based learning process. A preliminary user study investigates the new game mode and evaluates usability and user experience to further improve its implementation.作者: 天文臺 時間: 2025-3-24 22:09 作者: 脆弱帶來 時間: 2025-3-25 01:59 作者: irreparable 時間: 2025-3-25 05:08
The Use of Mortality Statistics,nt, the game presents a more constructive learning environment, in which players can compete against each other during the game-based learning process. A preliminary user study investigates the new game mode and evaluates usability and user experience to further improve its implementation.作者: DAMP 時間: 2025-3-25 11:00 作者: 門窗的側(cè)柱 時間: 2025-3-25 15:11
0302-9743 ????? Serious Games for Health, Wellbeing and Social Change.5.?????? Evaluating and Assessing Serious Games Elements.6.? ? ?Posters.978-3-031-49064-4978-3-031-49065-1Series ISSN 0302-9743 Series E-ISSN 1611-3349 作者: canvass 時間: 2025-3-25 18:33
https://doi.org/10.1007/978-94-015-8014-4n the control group did. The knowledge test revealed, that in four out of six questions, the gaming group answered more correctly than the control group did. Interestingly, the highest percentage of correct answers was a question linked to a game-designed surprise with an alarm.作者: 疲憊的老馬 時間: 2025-3-25 23:59
https://doi.org/10.1007/978-1-349-01792-8and that Blob, the virtual tutor, facilitates the usage of the mini-games. Although the bonus information modules do not directly correlate with the final exam result, they show a positive correlation with the scores of the intermediate tests - the multiple-choice questions (MCQs) - taken by the students just after playing the mini-games.作者: Seizure 時間: 2025-3-26 02:28
The Mathematics of Fuzzy Control,mined the effect of participants’ prosociality on their level of well-being. The results revealed that players who exhibited more prosocial behavior in the game also reported higher levels of well-being outside the game context.作者: discord 時間: 2025-3-26 04:23
Stability of Fuzzy Control Systems,ntervene in cyberbullying by providing teachers with know-how through interactive training with artificial intelligence. The game presented, along with its face validity (n?=?290 units for content analysis), offer technology professionals the necessary knowledge to develop future interventions to counter cyberbullying.作者: LOPE 時間: 2025-3-26 08:36 作者: 起來了 時間: 2025-3-26 14:43 作者: Optic-Disk 時間: 2025-3-26 17:13 作者: Sinus-Rhythm 時間: 2025-3-26 22:39
EscapeCell: Serious Game Integration to a University Biology Course on an E-Learning Platformand that Blob, the virtual tutor, facilitates the usage of the mini-games. Although the bonus information modules do not directly correlate with the final exam result, they show a positive correlation with the scores of the intermediate tests - the multiple-choice questions (MCQs) - taken by the students just after playing the mini-games.作者: 有雜色 時間: 2025-3-27 01:22
Does Players’ Prosocial Behavior in?Computer Game Predict Their Well-Being in?Real Life?mined the effect of participants’ prosociality on their level of well-being. The results revealed that players who exhibited more prosocial behavior in the game also reported higher levels of well-being outside the game context.作者: bioavailability 時間: 2025-3-27 06:11
Pro(f)Social: A Serious Game to Counter Cyberbullyingntervene in cyberbullying by providing teachers with know-how through interactive training with artificial intelligence. The game presented, along with its face validity (n?=?290 units for content analysis), offer technology professionals the necessary knowledge to develop future interventions to counter cyberbullying.作者: Ledger 時間: 2025-3-27 09:29
The Gamification Elements Speech-Language Pathologists Use to Motivate Children for Speech Therapy TLPs typically use several different motivational methods, which they aim to personalize as much as possible to individually support motivation. SLPs make a special effort to increase children’s intrinsic motivation by employing motivational features commonly used in gamification, such as playfulness, the child’s own interests, and goal setting.作者: 休息 時間: 2025-3-27 13:55
Application of?a?Serious Game for?Emotion Elicitation Under Socio-Economic and?Trust Based Decision-ing intensities during different interactions. This paper presents the outcomes of a preliminary experiment involving thirteen participants. The results show that the game’s designed interactions successfully elicited emotional responses aligning with the expectations derived from literature in non-game applications.作者: dyspareunia 時間: 2025-3-27 18:30
Conference proceedings 2024he 36 full papers and 13 short papers were carefully reviewed and selected from 88 submissions. The papers contained in this book have been organized into six categories, reflecting the variety of theoretical approaches and application domains of research into serious games: ..1.?????? The Serious G作者: ARENA 時間: 2025-3-27 23:28 作者: ALLAY 時間: 2025-3-28 05:49 作者: 凝乳 時間: 2025-3-28 10:18
Conference proceedings 2024ames and Game Design.2.?????? User experience, User Evaluation and User Analysis in Serious Games.3.?????? Serious Games for Instruction.4.?????? Serious Games for Health, Wellbeing and Social Change.5.?????? Evaluating and Assessing Serious Games Elements.6.? ? ?Posters.作者: incision 時間: 2025-3-28 11:26 作者: 虛構(gòu)的東西 時間: 2025-3-28 17:03 作者: 恃強凌弱的人 時間: 2025-3-28 19:34 作者: OTHER 時間: 2025-3-29 01:41
The Nurse’s Knowledge Bank: A Serious Knowledge Elicitation and Evaluation Gamen oncology setting. From the three cycles n?=?112 evaluated knowledge submissions were captured. These submissions included concepts such as ‘.’ or ‘.’. These submissions were mapped into two clinical terminologies, providing a means of sharing this knowledge beyond the clinic border and demonstrati作者: deceive 時間: 2025-3-29 05:52
eKinomy: Designing a?Serious Game to?Promote Economic Decision-Making Skills from?Elementary Levelducation. Next, the paper elucidates the design process employed in creating the serious game “eKinomy” and embedding the simulation and role-play elements into it. We outline the steps taken to ensure that the game aligns with the learning objectives of economic education while providing an engagin作者: JUST 時間: 2025-3-29 10:46
Balancing Inequalities: A Board Game for Young People from Coastal Communities to Discuss Plausible e intrinsic system in which young people live and suggests ways to overcome barriers established by these systems. The paper concludes with suggestions for future research such as the use of the game in participatory design sessions, mentoring classes and as an initial framework for serious games th作者: 逢迎春日 時間: 2025-3-29 14:04
The C3C Game: Serious Games and?Community-Centered Design for?Improved Pandemic Decision Makingand take actions. The C3C Game was created through a community-centered design process and leverages methods from human factor engineering, including hierarchical task analysis. This paper describes the game, presents results from a pilot exercise conducting with public health and emergency response作者: 現(xiàn)代 時間: 2025-3-29 17:56
Radiation Fluxes in Natural Environments,on sickness, ensuring the practical applicability of the game within the corresponding museum exhibition. This paper unfolds in three parts: firstly, an exposition of the cultural backdrop behind the game; secondly, an exploration of our didactic strategy, game design choices, and our vision for sea作者: 發(fā)展 時間: 2025-3-29 22:16 作者: 駭人 時間: 2025-3-30 03:34 作者: 摻和 時間: 2025-3-30 04:06
https://doi.org/10.1007/978-3-662-61068-8n oncology setting. From the three cycles n?=?112 evaluated knowledge submissions were captured. These submissions included concepts such as ‘.’ or ‘.’. These submissions were mapped into two clinical terminologies, providing a means of sharing this knowledge beyond the clinic border and demonstrati作者: 背心 時間: 2025-3-30 08:19 作者: malign 時間: 2025-3-30 14:40
https://doi.org/10.1007/978-1-4615-9630-1e intrinsic system in which young people live and suggests ways to overcome barriers established by these systems. The paper concludes with suggestions for future research such as the use of the game in participatory design sessions, mentoring classes and as an initial framework for serious games th作者: Pessary 時間: 2025-3-30 18:18 作者: 有助于 時間: 2025-3-30 23:08 作者: 試驗 時間: 2025-3-31 01:05 作者: BOAST 時間: 2025-3-31 05:40
https://doi.org/10.1007/978-1-349-15835-5gful choices, and uncertainty. As a case study, it introduces a game focused on trust in cybersecurity, whose design incorporates resource management, hidden agendas for each player, and a shared failure condition.作者: hangdog 時間: 2025-3-31 12:21 作者: 量被毀壞 時間: 2025-3-31 14:44 作者: 辯論的終結(jié) 時間: 2025-3-31 18:51 作者: 隨意 時間: 2025-4-1 00:56
https://doi.org/10.1007/978-3-031-23077-6hoice to dictate evolutionary trajectories. Our game studio aims to incorporate scientifically accurate evolutionary models into gameplay mechanics. In our previous games Darwin’s Demons and Project Hastur, we designed digital genomes and implemented evolutionary models to create enemy populations t