標(biāo)題: Titlebook: Games and Learning Alliance; Third International Alessandro De Gloria Conference proceedings 2015 Springer International Publishing Switze [打印本頁] 作者: 柳條筐 時(shí)間: 2025-3-21 20:00
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: 蛛絲 時(shí)間: 2025-3-21 20:35
Games and Learning Alliance978-3-319-22960-7Series ISSN 0302-9743 Series E-ISSN 1611-3349 作者: 結(jié)合 時(shí)間: 2025-3-22 03:02 作者: 注意 時(shí)間: 2025-3-22 06:37 作者: Intellectual 時(shí)間: 2025-3-22 09:17
https://doi.org/10.1007/978-1-4899-6596-7Serious games offer the potential to not only entertain and educate, but can also operate as a diagnostic tool. While designing a game with the goal of a diagnostic tool, we faced many challenges. In this paper, we share our experiences in dealing with these challenges in the iterations of designing, implementing, and evaluating such a tool.作者: 向外供接觸 時(shí)間: 2025-3-22 15:26
Beyond Serious Games: The Next Generation of Cultural Artifacts,Beyond quizzes, cold simulations, and educational content placed inside non-meaningful games, serious games are evolving and becoming a more mature class of artefacts.作者: 向外供接觸 時(shí)間: 2025-3-22 20:38 作者: 受辱 時(shí)間: 2025-3-23 00:52
Alessandro De GloriaIncludes supplementary material: 作者: Pruritus 時(shí)間: 2025-3-23 02:21 作者: 欺騙世家 時(shí)間: 2025-3-23 07:36 作者: 意外 時(shí)間: 2025-3-23 12:25 作者: BRACE 時(shí)間: 2025-3-23 15:49
Spatially-Blind Versus Place-Based Policies,or SME professionals. 30 serious games for mobile devices were developed to be tested and evaluated during Learning labs participated by SMEs professionals operating in different business sectors from seven European countries. The games describe situational learning cases related to 10 non-routine s作者: 法律的瑕疵 時(shí)間: 2025-3-23 19:17
An Introduction to Polymer Colloidsunities of practice are being established to promote an engagement economy that will be able to foster innovation and success by sustaining collective well-being and group flourishing. Considered as “positive technologies”, Serious Games (SGs) can support these processes. By fostering continuous lea作者: 深淵 時(shí)間: 2025-3-23 22:41
Practical execution of an ordering systemes. So, Public Administrations (PAs) are looking for the citizen involvement in the decision-making processes, in order to create products and services really meeting the city needs. In this context, gamification principles are more and more employed as facilitator of the citizen engagement process.作者: 大暴雨 時(shí)間: 2025-3-24 02:22 作者: cavity 時(shí)間: 2025-3-24 08:49 作者: Jingoism 時(shí)間: 2025-3-24 13:37 作者: Enteropathic 時(shí)間: 2025-3-24 16:44 作者: 清真寺 時(shí)間: 2025-3-24 19:10 作者: 持續(xù) 時(shí)間: 2025-3-25 01:38
An Introduction to Queueing Theory In physics, this requires students to connect physical phenomena, physics principles, and physics symbols. This can be learned on paper, but interactive tools may increase the learner’s ability to contextualize the problem. Computer simulations provide students with graphical models that join pheno作者: headlong 時(shí)間: 2025-3-25 04:38 作者: Palpate 時(shí)間: 2025-3-25 09:55 作者: BIAS 時(shí)間: 2025-3-25 12:16 作者: MEN 時(shí)間: 2025-3-25 17:00 作者: 小臼 時(shí)間: 2025-3-25 22:46 作者: 小口啜飲 時(shí)間: 2025-3-26 03:14 作者: TEM 時(shí)間: 2025-3-26 04:38 作者: folliculitis 時(shí)間: 2025-3-26 11:44
https://doi.org/10.1007/978-0-230-21430-9ducation curriculum in Quebec. The taxonomy of the games selected includes Serious Games (SG), designed for educational purposes from the start, but also repurposed games, which, despite not having being intentionally designed for educational purposes, could be diverted for meeting the curriculum objectives of primary education.作者: 身體萌芽 時(shí)間: 2025-3-26 14:28 作者: Osteons 時(shí)間: 2025-3-26 19:34 作者: glacial 時(shí)間: 2025-3-26 22:28 作者: inhumane 時(shí)間: 2025-3-27 01:45 作者: fixed-joint 時(shí)間: 2025-3-27 06:49 作者: 不可侵犯 時(shí)間: 2025-3-27 11:59 作者: hereditary 時(shí)間: 2025-3-27 16:54 作者: 有惡意 時(shí)間: 2025-3-27 20:30 作者: grounded 時(shí)間: 2025-3-27 22:22 作者: Indigence 時(shí)間: 2025-3-28 03:16
Gamification in a Smart City Context. An Analysis and a Proposal for Its Application in Co-design P In this paper, we intend to show the main findings of our analysis on the literary review about application of gamification principles in the smart city context, providing some considerations about their possible application in public policies co-design.作者: ABYSS 時(shí)間: 2025-3-28 10:06
,Mind Book – A Social Network Trainer for Children with Depression,umed by the children. MindBook also includes additional features like games and a week planner to help the children to include real life activities into their daily lives. We present the results of two studies including children from different age groups, for evaluating the effect of MindBook on children and the system usability.作者: kidney 時(shí)間: 2025-3-28 13:56
https://doi.org/10.1007/978-1-4757-9171-6ht material. Early results from two separate and independent studies indicate that the usefulness of using SHORTFALL in classes regarding the students’ experience and learning outcomes depends on the prior knowledge of the students as well as on the use of an expert facilitator.作者: faculty 時(shí)間: 2025-3-28 18:06
Patrick Saint-Dizier,Sharon J. Hamiltonhe student’s current level. This paper presents details of the educational aspects of the game, as well as of its implementation. It also presents a preliminary validation study and discusses future work.作者: entrance 時(shí)間: 2025-3-28 20:39
Robot performance and standards,-processing methodology to probe various SG design aspects, in particular how serious game design patterns map with pedagogical practices. The objective was to encourage dialogue and debate on core assumptions and emerging challenges to help develop robust methods and strategies to better SG design and its interconnectedness with pedagogy.作者: Aggrandize 時(shí)間: 2025-3-29 02:16
To Facilitate or Not? Understanding the Role of the Teacher in Using a Serious Game,ht material. Early results from two separate and independent studies indicate that the usefulness of using SHORTFALL in classes regarding the students’ experience and learning outcomes depends on the prior knowledge of the students as well as on the use of an expert facilitator.作者: 表被動(dòng) 時(shí)間: 2025-3-29 06:07
The Journey: A Service-Based Adaptive Serious Game on Probability,he student’s current level. This paper presents details of the educational aspects of the game, as well as of its implementation. It also presents a preliminary validation study and discusses future work.作者: Nutrient 時(shí)間: 2025-3-29 08:05
Serious Game Mechanics, Workshop on the Ludo-Pedagogical Mechanism,-processing methodology to probe various SG design aspects, in particular how serious game design patterns map with pedagogical practices. The objective was to encourage dialogue and debate on core assumptions and emerging challenges to help develop robust methods and strategies to better SG design and its interconnectedness with pedagogy.作者: Insul島 時(shí)間: 2025-3-29 13:55
Serious Games Opportunities for the Primary Education Curriculum in Quebec,ducation curriculum in Quebec. The taxonomy of the games selected includes Serious Games (SG), designed for educational purposes from the start, but also repurposed games, which, despite not having being intentionally designed for educational purposes, could be diverted for meeting the curriculum objectives of primary education.作者: 帶來的感覺 時(shí)間: 2025-3-29 19:32
,Free Your Brain a Working Memory Training?Game,insights from cognitive neuropsychological theories and flow theories. In this work we describe the game and its design process specifically establishing the link between the supporting theoretical background research and the developed solution.作者: Encoding 時(shí)間: 2025-3-29 21:46
Using Avatars for Course Management and Immersion, of using avatars in education, several courses were designed like games, and feedback information was collected It was found that implementation of avatars was useful for creating anonymous scoreboards, however it did not had any strong effect on immersion. For better results avatar should be combined with other game elements e.g. story.作者: Parley 時(shí)間: 2025-3-30 00:39 作者: obscurity 時(shí)間: 2025-3-30 05:07
Investigating the Deployment of Serious Games in Secondary Education: A Pilot Study Inspired by Desative was to investigate the integration of Serious Games-based learning environments in the school study of humanities subjects. The pilot was carried out as part of investigations that researchers in the Games and Learning Alliance (GALA) Network of Excellence are conducting into the adoption and 作者: Dealing 時(shí)間: 2025-3-30 11:30
To Facilitate or Not? Understanding the Role of the Teacher in Using a Serious Game,es. Yet it is a necessary experience for engineering education since engineering in the real world are team-based events that build from individual knowledge. This paper reports on the learning of supply chain management (SCM), a fundamental component in engineering manufacturing operations and logi作者: Infant 時(shí)間: 2025-3-30 14:18 作者: Incorporate 時(shí)間: 2025-3-30 17:04
Intouch: Mobile Game-Based Learning for Non Routine Skills,or SME professionals. 30 serious games for mobile devices were developed to be tested and evaluated during Learning labs participated by SMEs professionals operating in different business sectors from seven European countries. The games describe situational learning cases related to 10 non-routine s作者: 人類學(xué)家 時(shí)間: 2025-3-30 20:52 作者: Receive 時(shí)間: 2025-3-31 01:35 作者: A簡(jiǎn)潔的 時(shí)間: 2025-3-31 07:25 作者: 流出 時(shí)間: 2025-3-31 12:01 作者: Neolithic 時(shí)間: 2025-3-31 13:42
Improved Multimodal Emotion Recognition for Better Game-Based Learning,ebcams and microphones. This framework enables real-time multimodal emotion recognition of learners during game-based learning for triggering feedback towards improved learning. The main goal of this study is to validate the integration of webcam and microphone data for a real-time and adequate inte作者: 妨礙 時(shí)間: 2025-3-31 18:05 作者: 啞劇 時(shí)間: 2025-3-31 23:18 作者: 恃強(qiáng)凌弱的人 時(shí)間: 2025-4-1 03:43
Game Design and Development for Learning Physics Using the Flow Framework, In physics, this requires students to connect physical phenomena, physics principles, and physics symbols. This can be learned on paper, but interactive tools may increase the learner’s ability to contextualize the problem. Computer simulations provide students with graphical models that join pheno作者: Condyle 時(shí)間: 2025-4-1 10:00
,Mind Book – A Social Network Trainer for Children with Depression,ression, and show them that a positive self-expression causes positive feedback from friends in the social network. Depression therapy follows the Modular Approach to Therapy for Children with Anxiety, Depression, Trauma or Conduct Problems (MATCH-ADTC), including videos, audio and images to be cons作者: 托運(yùn) 時(shí)間: 2025-4-1 13:42
Using Avatars for Course Management and Immersion, make students to feel themselves more safe and relaxed. It can lead to the more active participation and to immersion. To find out what is the effect of using avatars in education, several courses were designed like games, and feedback information was collected It was found that implementation of a作者: Stress-Fracture 時(shí)間: 2025-4-1 18:12 作者: 頭腦冷靜 時(shí)間: 2025-4-1 20:58
An Introduction to Polymer Colloidsnly among individuals, but also among groups. The study, conducted with ., a multiplayer SG, involved 75 students. Preliminary results showed only minor but fundamental differences between the two experimental conditions. On the one hand, groups who experienced the paper-based condition felt more co