標題: Titlebook: Games and Learning Alliance; 9th International Co Iza Marfisi-Schottman,Francesco Bellotti,Roland Kl Conference proceedings 2020 Springer N [打印本頁] 作者: Maculate 時間: 2025-3-21 18:43
書目名稱Games and Learning Alliance影響因子(影響力)
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作者: confederacy 時間: 2025-3-21 21:35 作者: 占卜者 時間: 2025-3-22 03:19
Games and Learning Alliance978-3-030-63464-3Series ISSN 0302-9743 Series E-ISSN 1611-3349 作者: Omniscient 時間: 2025-3-22 08:06
,The World’s Major Chemical Industries,This article presents the lessons we learnt during the development of a generation component in the . learning game. They are presented according to the different development stages of the generator. They may be considered useful by designers or researchers sharing similar contexts and objectives.作者: CAPE 時間: 2025-3-22 12:41
Generation of Adapted Learning Scenarios in a Serious Game: Lessons LearntThis article presents the lessons we learnt during the development of a generation component in the . learning game. They are presented according to the different development stages of the generator. They may be considered useful by designers or researchers sharing similar contexts and objectives.作者: apropos 時間: 2025-3-22 14:49
Learning Effects and Network Decisions,eas including serious games. The increase in the number of players includes disabled players. Therefore, serious games have to consider these audiences who may be affected by one or more temporary or ongoing disabilities. Universally accessible games (UA-Games) aim to create interfaces that can be a作者: apropos 時間: 2025-3-22 19:30
Private Foreign Investment (PFI),k environments and systems that may otherwise be challenging and/or impractical to facilitate in an educational institution. However, existing instructional design models are limited in use when it comes to how to implement and integrate SGs within the existing curricula. Furthermore, the trainer pe作者: 智力高 時間: 2025-3-22 22:47
Spectral Analysis of an Inverse Problem,tion and such little space. The choice of search filters, their format, their position, including the way to represent the results, are not trivial decisions. This paper presents the .-. (.) method that offers five steps with specific material to help end users produce mock-up interfaces for digital作者: 初次登臺 時間: 2025-3-23 05:12 作者: 愛哭 時間: 2025-3-23 06:32
Michael J. E. Morgenthaler,Stephen R. Meech implementation, and early evaluation of the Interactive Gamification Analytics Tool (IGAT) for the learning management system Moodle. By exploring existing work on GA, we provide insights into current problems and challenges of gamification monitoring. Next, we reflect on a GA requirements model an作者: 劇本 時間: 2025-3-23 11:04
An Introduction to Latent Variable Modelse this effectiveness to stakeholders. Computer support of evaluations requires addressing several problems, including security, privacy protection, data collection from both questionnaires and in-game activities, data analysis, and management of the experimental workflow. We describe improvements to作者: jet-lag 時間: 2025-3-23 17:09
An Introduction to Latin American Economics(IoT) framework, and particularly takes advantage of its edge computing extension (namely, Edgine), which can be seamlessly deployed cross-platform on embedded devices and PCs as well. The Edgine is programmed to download from Measurify a set of scripts, that are periodically executed so to get data作者: GONG 時間: 2025-3-23 21:00
Stokes Equations and Penalty Method,for the expansion of the fuel channel components. Fuel channel assembly enables the heat transfer from the nuclear fuel to heavy water coolant. Heavy water coolant under elevated pressure (. 10?MPa), carries the heat generated from nuclear fission reaction to heat exchangers located outside the reac作者: Melanocytes 時間: 2025-3-23 23:10
The Languages of Western Europe,nd the difficulty of the gameplay is an appropriate avenue to maintain the flow of a user. We analyze this approach in a virtual reality serious game dedicated to people suffering from post-traumatic stress disorder (PTSD). Knowing that heart rate is a good indicator of the emotional state of people作者: 寒冷 時間: 2025-3-24 03:57 作者: 斜坡 時間: 2025-3-24 09:40
Gopinath Rebala,Ajay Ravi,Sanjay Churiwaladification ties in with both gamification and the concept and practice of transmedia it possesses unique characteristics and qualities of its own, primarily evolving around playful ways of creating and interacting with stories. The focus point is especially how traditional media such as tv-series an作者: Simulate 時間: 2025-3-24 13:34 作者: 集合 時間: 2025-3-24 17:19 作者: 被告 時間: 2025-3-24 19:06
An Introduction to Machine Learningntext of self-determination theory. The analysis leverages academic literature on the topics of motivation, player engagement, basic psychological needs, and the ability of video games to potentially satisfy these needs. Specifically, the paper contributes to the field of game-based learning by (1) 作者: Gleason-score 時間: 2025-3-24 23:56 作者: 以煙熏消毒 時間: 2025-3-25 05:32
Motivation in Gamification: Constructing a Correlation Between Gamification Achievements and Self-deproposing a correlation between gamification achievements and basic psychological needs, as derived from self-determination theory, (2) analysing an already effective game-based learning platform (SOLOLEARN) for mechanics that do – and that do not – contribute to the basic psychological needs of individual users.作者: 開始沒有 時間: 2025-3-25 08:00
0302-9743 , France, in December 2020...The 35 full papers and 10 short papers were carefully reviewed and selected from 77 submissions. The papers cover a broad spectrum of topics: Serious Game Design; Serious Game Analytics; Virtual and Mixed Reality Applications; Gamification Theory; Gamification Applicatio作者: 享樂主義者 時間: 2025-3-25 12:35
Michael J. E. Morgenthaler,Stephen R. Meechisting work on GA, we provide insights into current problems and challenges of gamification monitoring. Next, we reflect on a GA requirements model and analyze existing GA tools. From this, we incorporate key aspects in the design and development of IGAT.作者: jettison 時間: 2025-3-25 19:35 作者: 可行 時間: 2025-3-25 22:24 作者: CAJ 時間: 2025-3-26 01:58
Analysis of Mixed Reality Tools for Learning Math in Primary and Secondary Schooltations and interactions they offer, the technologies they use, their advantages and their limitations. We conclude by identifying several remaining challenges that need to be addressed in order to benefit from the full educational potential of MR for teaching math in schools.作者: GILD 時間: 2025-3-26 08:05 作者: deadlock 時間: 2025-3-26 10:53
0302-9743 spectrum of topics: Serious Game Design; Serious Game Analytics; Virtual and Mixed Reality Applications; Gamification Theory; Gamification Applications; Serious Games for Instruction; and Serious Game Applications and Studies..978-3-030-63463-6978-3-030-63464-3Series ISSN 0302-9743 Series E-ISSN 1611-3349 作者: TRACE 時間: 2025-3-26 13:03 作者: lipids 時間: 2025-3-26 19:45 作者: 溫順 時間: 2025-3-26 22:53
The Languages of Western Europe,manual online mode during which the therapist can adapt the virtual environment while the subject is exposed, and the computational online mode that runs a DDA algorithm to automatically adjust the game.作者: Discrete 時間: 2025-3-27 01:23 作者: 序曲 時間: 2025-3-27 06:37 作者: Autobiography 時間: 2025-3-27 09:42 作者: 極為憤怒 時間: 2025-3-27 16:24 作者: 座右銘 時間: 2025-3-27 19:39 作者: 刪除 時間: 2025-3-28 00:54
An Introduction to Latent Variable Modelsevaluations ranging from small-scale pilots to full-fledged validations with complex experimental designs. The improvements described in this paper greatly increase ease of deployment, interoperation with existing authentication infrastructure, and scalability of Simva, and can be readily applied to tools with similar goals.作者: AVID 時間: 2025-3-28 02:42 作者: NOVA 時間: 2025-3-28 08:14 作者: Manifest 時間: 2025-3-28 11:04
A Scalable Architecture for One-Stop Evaluation of Serious Gamesevaluations ranging from small-scale pilots to full-fledged validations with complex experimental designs. The improvements described in this paper greatly increase ease of deployment, interoperation with existing authentication infrastructure, and scalability of Simva, and can be readily applied to tools with similar goals.作者: nonsensical 時間: 2025-3-28 15:28 作者: INCH 時間: 2025-3-28 20:07
Accessibility and Serious Games: What About Entity-Component-System Software Architecture?eas including serious games. The increase in the number of players includes disabled players. Therefore, serious games have to consider these audiences who may be affected by one or more temporary or ongoing disabilities. Universally accessible games (UA-Games) aim to create interfaces that can be a作者: 有法律效應 時間: 2025-3-29 00:16 作者: murmur 時間: 2025-3-29 05:57 作者: inspired 時間: 2025-3-29 09:44
Approaching Quantum Entanglement Developing a Serious Game in Quantum Computing for IT Professionalsin the industry alike. Although several serious games (SG) for QC are available to date, the specific learning needs of IT professionals are not sufficiently covered to equip them with a knowledge base on the fundamental concepts of QC. Based on an analysis of 12 current SGs in QC, we have identifie作者: Antagonism 時間: 2025-3-29 14:36 作者: 圖畫文字 時間: 2025-3-29 16:20
A Scalable Architecture for One-Stop Evaluation of Serious Gamese this effectiveness to stakeholders. Computer support of evaluations requires addressing several problems, including security, privacy protection, data collection from both questionnaires and in-game activities, data analysis, and management of the experimental workflow. We describe improvements to作者: labyrinth 時間: 2025-3-29 21:46
Employing an IoT Framework as a Generic Serious Games Analytics Engine(IoT) framework, and particularly takes advantage of its edge computing extension (namely, Edgine), which can be seamlessly deployed cross-platform on embedded devices and PCs as well. The Edgine is programmed to download from Measurify a set of scripts, that are periodically executed so to get data作者: cogent 時間: 2025-3-30 01:19 作者: 觀點 時間: 2025-3-30 04:05 作者: Carminative 時間: 2025-3-30 09:39 作者: 描繪 時間: 2025-3-30 13:05
Gamification and Beyond: The Case of Ludificationdification ties in with both gamification and the concept and practice of transmedia it possesses unique characteristics and qualities of its own, primarily evolving around playful ways of creating and interacting with stories. The focus point is especially how traditional media such as tv-series an作者: Rejuvenate 時間: 2025-3-30 20:11
The Empirical Investigation of the Gamified Learning Theorych on gamification in learning is hindered by the users’ heterogeneity, whose personal and professional traits can moderate the impact of gamification on learning success. This study aims to experimentally investigate the moderator role of learners’ learning tendencies on gamification success concer作者: 過多 時間: 2025-3-31 00:03 作者: CODE 時間: 2025-3-31 04:13
Motivation in Gamification: Constructing a Correlation Between Gamification Achievements and Self-dentext of self-determination theory. The analysis leverages academic literature on the topics of motivation, player engagement, basic psychological needs, and the ability of video games to potentially satisfy these needs. Specifically, the paper contributes to the field of game-based learning by (1) 作者: 改革運動 時間: 2025-3-31 08:45 作者: poliosis 時間: 2025-3-31 12:24
Private Foreign Investment (PFI),uctive content analysis. Results identified several issues related to the implementation and use of the SG that can be summarized through the following main- and subthemes; 1) Integration (introduction, facilitation, feedback and debriefing) and 2) Usability and gameplay (user interface design, lear作者: 獨白 時間: 2025-3-31 14:18
Types of Knowledge-Based Systems,ts covered by SGs, (2) provides a case study on the development of a SG in the application domain QC for a business context, and therefore (3) fundamentally adds to the understanding how and with whom such a SG is used in the advanced professional computing industry.作者: 能夠支付 時間: 2025-3-31 19:11 作者: 光明正大 時間: 2025-3-31 23:46
A Few Instructive Applications,tools (digital workspace and communication platform). Before the workshop, a training session was conducted with all participants, followed by a survey and semi-structured interviews, conducted immediately after the workshop. Based on the findings, it was possible to conclude that participants posit作者: 積習已深 時間: 2025-4-1 02:55
Accessibility and Serious Games: What About Entity-Component-System Software Architecture?CS) software architecture to integrate accessibility features in an existing serious game. As a case study, we will take a serious game developed with ECS yet not accessible: E-LearningScape. We will present the accessible features that we have integrated into the serious game and discuss the pros a