標(biāo)題: Titlebook: Games and Learning Alliance; 6th International Co Jo?o Dias,Pedro A. Santos,Remco C. Veltkamp Conference proceedings 2017 Springer Internat [打印本頁] 作者: 解毒藥 時間: 2025-3-21 19:50
書目名稱Games and Learning Alliance影響因子(影響力)
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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
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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: Aura231 時間: 2025-3-21 21:09 作者: Adulterate 時間: 2025-3-22 03:08
https://doi.org/10.1007/978-981-99-4977-9ogy provide new ways. With this paper, we aim to provide a step towards the structured use of design patterns for sensor-based AR games, which can also inform general application development in the field of AR.作者: BRACE 時間: 2025-3-22 04:35
Iteratively Calculated Eigenvalues,t about designing a serious game for the acquisition of the essential competencies for critical situations. The game offers meaningful events, which match situations that pilots can face someday. The events trigger and reinforce the competencies of situational awareness, workload management, and application of procedures.作者: 捕鯨魚叉 時間: 2025-3-22 12:47 作者: Congruous 時間: 2025-3-22 15:34 作者: Congruous 時間: 2025-3-22 17:22
https://doi.org/10.1007/978-3-030-53759-3ts, collected by learning diaries, a questionnaire and results of the final test, confirm the type dependence of learning experiences created by these tools. Further, it acknowledges mostly the maturity of the used question-based learning app, but reveals current limitations of both, the quiz app and the didactical context.作者: 不適當(dāng) 時間: 2025-3-23 00:37
Problems with Lack of Compactness, gamified massive online open courses, designed according to the principles of flow and persuasion. Our findings are the basis of our experiment and a contribution to the development of a new theoretical design for gamification.作者: 偏狂癥 時間: 2025-3-23 04:13
Building a Game to Build Competenciest about designing a serious game for the acquisition of the essential competencies for critical situations. The game offers meaningful events, which match situations that pilots can face someday. The events trigger and reinforce the competencies of situational awareness, workload management, and application of procedures.作者: IRK 時間: 2025-3-23 05:49
A Gesture-Based Videogame to Support Literacy and Eye-Hand Coordination of Children with Down Synd low-fidelity prototypes. Finally, we designed and developed ., a videogame based on the Troncoso’s method for literacy, wherein children use their fingers to draw around pictograms and words on a screen. Finally, we present a usability evaluation of . to show the potential for supporting children with DS.作者: Sinus-Node 時間: 2025-3-23 10:21
Prosodiya – A Mobile Game for German Dyslexic Childrenrelated to syllable stress. We report the results of a pilot study of a preliminary version of the game. Results indicate that the children enjoyed playing the game, that their motivation was maintained, and that they wanted more levels.作者: rods366 時間: 2025-3-23 17:18
Students’ Choicests, collected by learning diaries, a questionnaire and results of the final test, confirm the type dependence of learning experiences created by these tools. Further, it acknowledges mostly the maturity of the used question-based learning app, but reveals current limitations of both, the quiz app and the didactical context.作者: APRON 時間: 2025-3-23 19:43 作者: Discrete 時間: 2025-3-23 23:07
Design Patterns for Augmented Reality Learning Gamesogy provide new ways. With this paper, we aim to provide a step towards the structured use of design patterns for sensor-based AR games, which can also inform general application development in the field of AR.作者: apropos 時間: 2025-3-24 02:39 作者: AVID 時間: 2025-3-24 08:17 作者: 下垂 時間: 2025-3-24 11:00 作者: JADED 時間: 2025-3-24 16:30
Unleashing the Power of Generationd in an interactive SG for reducing auditory hypersensitivity (i.e. over-sensitivity to environmental sounds) in children with ASD. The game, ., is designed for Android devices, and is intended for children aged 8–11.作者: Alpha-Cells 時間: 2025-3-24 21:51
Policy and Law: Denial of Service Threat,ing cases to illustrate how these three different persuasive roles can be used to accomplish different persuasive goals. The categorization proposed in this paper can serve to clarify what we mean when we refer to persuasion in relation to digital games and can be used as analytical approach for the study of persuasive gaming strategies.作者: thalamus 時間: 2025-3-24 23:31 作者: 榮幸 時間: 2025-3-25 07:02
Training of Spatial Abilities with Digital Games: Impact on Mathematics Performance of Primary Schooathematical abilities have been measured at the beginning of the project and at the end using a standardized math test. Results show some improvements in the experimental group compared to the control one, confirming the initial hypothesis.作者: 脆弱吧 時間: 2025-3-25 09:59
Sinbad and the Magic Cure: A Serious Game for Children with ASD and Auditory Hypersensitivityd in an interactive SG for reducing auditory hypersensitivity (i.e. over-sensitivity to environmental sounds) in children with ASD. The game, ., is designed for Android devices, and is intended for children aged 8–11.作者: minion 時間: 2025-3-25 13:02 作者: 俗艷 時間: 2025-3-25 16:49
OneUp Learning: A Course Gamification Platform which includes support for integrating game design elements in learning activities, for creation of dynamic problems and for visualizing student performance and progress. At the end, we present a usability study of the platform and the assessment results from an end user perspective.作者: 并入 時間: 2025-3-25 20:39 作者: Glaci冰 時間: 2025-3-26 00:41 作者: Certainty 時間: 2025-3-26 06:56 作者: jettison 時間: 2025-3-26 08:29 作者: 槍支 時間: 2025-3-26 13:23 作者: Limited 時間: 2025-3-26 20:33 作者: 放肆的你 時間: 2025-3-26 22:44 作者: infarct 時間: 2025-3-27 03:14
Investigating Motivation in Gamification was not increased. The results indicate that different gamification elements do not cumulate their influence. Experiments and the measurement of motivational effects of gamification elements provide an interesting research opportunity for future research.作者: 重畫只能放棄 時間: 2025-3-27 05:43
Towards Implementing Gamification in MOOCsment and engagement of learners if implemented in a Massive Online Open Course (MOOC). Based on quantitative and qualitative data collected, 9 game elements have been selected to be further investigated.作者: DAMN 時間: 2025-3-27 12:16
Social Engagement in a Digital Role-Playing Game Dedicated to Classroom Managementllection and analysis of players’ digital interactions with kTBS4LA, a playing analytics tools. Different categories of players emerged in terms of social engagement. The data collected shows that social engagement varies across time, classroom or gender. This variation seems linked both to specific game features.作者: 跳脫衣舞的人 時間: 2025-3-27 16:40 作者: 側(cè)面左右 時間: 2025-3-27 19:08
Games and Learning Alliance978-3-319-71940-5Series ISSN 0302-9743 Series E-ISSN 1611-3349 作者: 600 時間: 2025-3-28 01:53
https://doi.org/10.1007/978-3-319-71940-5augmented reality; collaborative learning; designing software; educational games; e-learning; HCI; interac作者: amnesia 時間: 2025-3-28 04:30
Cheleen Mahar,Richard Harker,Chris Wilkesfrom earlier versions of the game can be very helpful. In the current study, we reanalysed data from two studies using a game-based assessment and a training tool for improving fraction magnitude knowledge. Similar to results from basic research, data of both studies indicated that performance in ga作者: 飛來飛去真休 時間: 2025-3-28 08:54
Iteratively Calculated Eigenvalues,tively influence the pilots’ abilities to handle unknown and unexpected situations. Pilots of the older generation often have experience with manually flying multiple types of aircraft and handling all kinds of incidents. In contrast, the future generation of pilots will not be given the chance to g作者: dearth 時間: 2025-3-28 10:55 作者: barium-study 時間: 2025-3-28 14:47
Classical and Quantum Probability,independence. In addition, there is a substantial relationship between eye-hand coordination and the acquisition of literacy skills. In this paper, we present the design process of a gesture-based videogame to support eye-hand coordination and literacy skills. First, we conducted a contextual study 作者: Outmoded 時間: 2025-3-28 21:13
Unleashing the Power of Generationt communication skills, social interaction and speech. There are, however, few SGs for autistic children which have the aim of helping to moderate sensory hypersensitivity. This paper presents an SG which aims to target this area. A set of critical sounds was heuristically determined, and implemente作者: Infelicity 時間: 2025-3-29 02:38
Policy and Law: Denial of Service Threat,e argued that persuasion through digital games can be approached from three different perspectives: digital games can be used as media for persuasion, digital games can be used as tools for persuasion and digital games can be used as social actors for persuasion. In this paper, I use four cancer gam作者: oncologist 時間: 2025-3-29 05:59
https://doi.org/10.1007/978-3-658-03275-3elopment of children in a negative way. Mobile serious games have the potential to support dyslexic primary-school children in addition to school support and learning therapy. We propose such a mobile serious game called “Prosodiya”, with the help of which dyslexic children can improve their reading作者: impaction 時間: 2025-3-29 08:07 作者: Omniscient 時間: 2025-3-29 14:10
An Invitation to Mathematical Biologyical research remains limited, due to the unclear definition of the term gamification and an underdeveloped theory. The research at hand tries to narrow this gap by conducting a laboratory experiment to test the effects of gamification on the performance of subjects in a rather boring task. Beyond t作者: Obituary 時間: 2025-3-29 19:01 作者: 高爾夫 時間: 2025-3-29 21:44 作者: BARGE 時間: 2025-3-30 00:15 作者: POINT 時間: 2025-3-30 04:13
https://doi.org/10.1007/978-3-319-14562-4nts and ‘powers’ as rewards for desired behavior. Classcraft aims to foster players’ social engagement. We conducted a preliminary study on classrooms from Switzerland. The objective aims to characterize the social component of players’ engagement. Our approach is based on the identification of enga作者: 死貓他燒焦 時間: 2025-3-30 11:47
Conclusion: The Court Is a Hospital,ll time-consuming and design limited. As a response to these challenges, we developed OneUp Learning – a customizable platform aimed at facilitating the process of gamifying learning activities and enabling contextual studies. In this paper we present the platform architecture and its functionality,作者: CHANT 時間: 2025-3-30 14:04 作者: Palter 時間: 2025-3-30 18:25 作者: Coterminous 時間: 2025-3-30 23:27
Data-Driven Design Decisions to Improve Game-Based Learning of Fractionsfrom earlier versions of the game can be very helpful. In the current study, we reanalysed data from two studies using a game-based assessment and a training tool for improving fraction magnitude knowledge. Similar to results from basic research, data of both studies indicated that performance in ga作者: Between 時間: 2025-3-31 04:20 作者: PAEAN 時間: 2025-3-31 07:25 作者: STENT 時間: 2025-3-31 11:47 作者: 內(nèi)閣 時間: 2025-3-31 13:40
Sinbad and the Magic Cure: A Serious Game for Children with ASD and Auditory Hypersensitivityt communication skills, social interaction and speech. There are, however, few SGs for autistic children which have the aim of helping to moderate sensory hypersensitivity. This paper presents an SG which aims to target this area. A set of critical sounds was heuristically determined, and implemente