標題: Titlebook: Games and Learning Alliance; 10th International C Francesca de Rosa,Iza Marfisi Schottman,Margarida Conference proceedings 2021 Springer N [打印本頁] 作者: 變更 時間: 2025-3-21 19:47
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)學科排名
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書目名稱Games and Learning Alliance網(wǎng)絡公開度學科排名
書目名稱Games and Learning Alliance被引頻次
書目名稱Games and Learning Alliance被引頻次學科排名
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書目名稱Games and Learning Alliance讀者反饋
書目名稱Games and Learning Alliance讀者反饋學科排名
作者: lavish 時間: 2025-3-21 22:16 作者: 使無效 時間: 2025-3-22 01:53
Design and Development of a VR Serious Game for Chemical Laboratory Safety health and safety training programmes, VR can be very useful to train people in dangerous environments and situations without imposing real danger on them or others. Chemical laboratories are environments where risks of severe injury or even fatality are always present. For this, we developed a VR 作者: ABIDE 時間: 2025-3-22 04:56 作者: Needlework 時間: 2025-3-22 11:17
Phishing Academy: Evaluation of a Digital Educational Game on URLs and Phishingrehensive evaluation of a digital educational game that teaches children and teenagers between the ages of ten and thirteen in-depth knowledge and skills about the structure of a URL and how to recognize and mitigate phishing. Playing the educational game led to a significant increase of the partici作者: ELUDE 時間: 2025-3-22 14:35
Can a Serious Game Be Designed to Increase Engagement in a Mandatory Postmodern Novella at Danish GyNaja Marie Aidt. The novella is mandatory reading in postmodernism. The study included 41 students from two Danish gymnasiums, who were divided into three classes. Two classes were included in the experimental study, which employed the serious game as part of reading the novella. One class served as作者: ELUDE 時間: 2025-3-22 17:39
- A Serious Game Interpretation of the Eponymous Romantic Fairy Talechnologies associated with the digital humanities, serious games can be a great way to motivate a younger audience to deal with such heritage assets. In this paper we present our contribution to this: A serious game interpretation of Ludwig Tiecks .?(English: Fair-Headed Eckbert.). After a summary o作者: BARB 時間: 2025-3-22 22:42
Using a Multi-step Research Approach to Inform the Development of a Graph Literacy Gamenews. Games might be able to help to address this rather new field of education. Therefore, we first conducted a literature analysis on the use of games that aim at supporting critical reading and media literacy. We found that most of the used games improved participants’ critical reading skills, we作者: 儲備 時間: 2025-3-23 03:26
The Potential of Functional Near-Infrared Spectroscopy (fNIRS) for Motion-Intensive Game Paradigms context of gaming and serious games. However, the capabilities of fNIRS are still underutilized. FNIRS is less prone to motion artifacts and more portable in comparison to other neuroimaging methods and it is therefore ideal for experimental designs which involve physical activity. In this paper, t作者: libertine 時間: 2025-3-23 08:01
Adapting Autonomous Agents for Automotive Driving Gamesmodel in a motorway simulation. The goal is to use it to implement a non-player vehicle in serious games for driving. The agent extends a Deep Q Learning agent developed by Eduard Leurent in Stable Baselines by adding rewards in order to better meet the traffic laws. The motorway environment was enh作者: FID 時間: 2025-3-23 13:11 作者: carotenoids 時間: 2025-3-23 14:55
Validity of a Content Agnostic Game Based Stealth Assessment in which participants’ game play interactions were continuously recorded. Their actions were captured and used to make real-time inferences of the learning performance using a dynamic bayesian network. The predicted learning was then correlated with the post-test scores to establish the validity of作者: 創(chuàng)新 時間: 2025-3-23 19:48 作者: 確認 時間: 2025-3-23 23:12 作者: Ventilator 時間: 2025-3-24 04:22
Exploring Higher Education Teachers’ Attitudes Towards Gamificationwork for a better understanding of how university teachers gaming habits and preferences might be leveraged in efforts to introduce gamification in Higher Education (HE). Building on previous research, ?showing no differences in teachers’ attitudes towards gamification by age, gender or type of inst作者: ARENA 時間: 2025-3-24 09:44
0302-9743 ger Audiences in the Development of Nature Preservation Games: The G4N Toolkit to Game Design ”? are available open access under a Creative Commons Attribution 4.0 International License via link.springer.com..978-3-030-92181-1978-3-030-92182-8Series ISSN 0302-9743 Series E-ISSN 1611-3349 作者: 大喘氣 時間: 2025-3-24 14:46 作者: Dissonance 時間: 2025-3-24 17:17 作者: insightful 時間: 2025-3-24 20:35
https://doi.org/10.1007/978-3-319-18051-9reby better knowledge consolidation. Finally, we present several generalized code components which arose during development. These components - such as an audiovisual cutscene and an endless runner template - provide the opportunity to develop similar serious games without requiring coding skills.作者: PRE 時間: 2025-3-25 00:49 作者: Expostulate 時間: 2025-3-25 07:18
Micro-games for Quick Learning of Declarative Knowledge: Preliminary Application and Usability Testinted. The OCP was well-liked and easily learned by usability testing participants. Additionally, participants were asked to recreate the C2 structure from memory after playing the OCP and showed high knowledge transfer from the game to the paper test, suggesting this concept may be a viable path for quick learning of declarative knowledge.作者: BLANC 時間: 2025-3-25 10:13 作者: 向外供接觸 時間: 2025-3-25 12:52 作者: 厚顏 時間: 2025-3-25 17:59
Towards an Immersive Debriefing of Serious Games in Virtual Reality: A Framework Conceptlation occurred as well as a possibility to restart at any moment of the replay. As such, we think that the participant can have a better understanding and reflection of what he/she has experienced as well as a possibility to explore other choices.作者: 巡回 時間: 2025-3-25 23:12
0302-9743 ezia, Italy, in December 2021.. The 21 full papers and 10 short papers were carefully reviewed and selected from 50 submissions. The papers cover a broad spectrum of topics: Serious Games Applications; Serious Game to Improve Literacy; Technology used for Serious Games; Serious Game Usage; Serious G作者: declamation 時間: 2025-3-26 02:53 作者: excrete 時間: 2025-3-26 08:15 作者: magnanimity 時間: 2025-3-26 10:49
Massimo Negrini,George A. Calin of a multi-platform, digital instance of this game. The evaluation results of using the game show significantly increased engagement and slightly better learning effectiveness, compared to a control group using standard learning techniques.作者: bleach 時間: 2025-3-26 14:29
Problem Definition in Policy Analysis,ents a different game mechanic, which requires players to combine given URL parts to construct their own phishing URLs. Both games aim to address higher-order cognitive processes as well as procedural knowledge. The games’ functionality and user experience were evaluated by a group of 40 CS students, resulting in general improvements of the games.作者: cancer 時間: 2025-3-26 19:56 作者: eucalyptus 時間: 2025-3-27 00:01
A Playful Learning Exercise: Kashmir Crisis of a multi-platform, digital instance of this game. The evaluation results of using the game show significantly increased engagement and slightly better learning effectiveness, compared to a control group using standard learning techniques.作者: Maximize 時間: 2025-3-27 04:15 作者: 收到 時間: 2025-3-27 09:18 作者: 隱藏 時間: 2025-3-27 11:09
Conference proceedings 2021n.Chapters “Cards and Roles: Co-designing Privacy Serious Games with an Online Role-Playing Boardgame" and “An Authoring Tool to Engage Younger Audiences in the Development of Nature Preservation Games: The G4N Toolkit to Game Design ”? are available open access under a Creative Commons Attribution 4.0 International License via link.springer.com..作者: 謙卑 時間: 2025-3-27 14:40
Validity of a Content Agnostic Game Based Stealth Assessmentarning performance using a dynamic bayesian network. The predicted learning was then correlated with the post-test scores to establish the validity of assessment. The assessment was moderately positively correlated with the post-test scores demonstrating support for its validity.作者: 重力 時間: 2025-3-27 20:21 作者: 山羊 時間: 2025-3-28 00:51
An Outline of the Dialectic of Capitalading graphs as well as the interpretation of graphs. Consequently, based on our literature review and empirical results, we developed a game to support graph reading. The design of the game is presented.作者: 沉積物 時間: 2025-3-28 04:59 作者: Feckless 時間: 2025-3-28 09:35 作者: ineffectual 時間: 2025-3-28 13:29 作者: insurrection 時間: 2025-3-28 16:47
https://doi.org/10.1007/978-3-031-19362-0e present the first results from 3 experiments conducted with students (12–15?years old) in a natural museum. The results show the types of interactions tracked during the game use and the needed information for the game orchestration. However, while the players play the game as intended using most 作者: 使迷醉 時間: 2025-3-28 19:38
https://doi.org/10.1007/978-3-663-04275-4into three groups according to their playing habits and preferences (well-rounded gamers, casual gamers and non-gamers). Results show that, even though the participants’ overall attitude towards gamification was favourable, there were some differences between the three groups. For instance, teachers作者: 連鎖 時間: 2025-3-28 23:59
Francesca de Rosa,Iza Marfisi Schottman,Margarida 作者: aqueduct 時間: 2025-3-29 03:27
Can a Serious Game Be Designed to Increase Engagement in a Mandatory Postmodern Novella at Danish Gyssibility for future work in the field of serious games implemented in high school curricula. The serious game developed for this study balanced challenge and skills appropriately, but it could be improved in terms of the story world and controls.作者: 母豬 時間: 2025-3-29 08:11
Using a Multi-step Research Approach to Inform the Development of a Graph Literacy Gameading graphs as well as the interpretation of graphs. Consequently, based on our literature review and empirical results, we developed a game to support graph reading. The design of the game is presented.作者: 做事過頭 時間: 2025-3-29 11:39 作者: 搖擺 時間: 2025-3-29 16:26
Adapting Autonomous Agents for Automotive Driving Gameso collision) and consumption (e.g., limiting accelerations and decelerations). This is key to define rewards and penalties able to properly train the model to meet the traffic laws while keeping a high-speed performance.作者: BROTH 時間: 2025-3-29 22:47
Sex Differences in User Experience in a VR EEG Neurofeedback Paradigmning and headache, as well as higher technology anxiety, less perceived usefulness of the used technology and less perceived technology accessibility. No dimensionality or sex differences regarding subjective feeling of flow and presence were found. Moreover, no differences between the 3D and 2D VR 作者: 腫塊 時間: 2025-3-30 03:42 作者: inveigh 時間: 2025-3-30 05:53
Exploring Higher Education Teachers’ Attitudes Towards Gamificationinto three groups according to their playing habits and preferences (well-rounded gamers, casual gamers and non-gamers). Results show that, even though the participants’ overall attitude towards gamification was favourable, there were some differences between the three groups. For instance, teachers作者: 鄙視讀作 時間: 2025-3-30 11:41
978-3-030-92181-1Springer Nature Switzerland AG 2021作者: Corroborate 時間: 2025-3-30 16:05 作者: Asparagus 時間: 2025-3-30 17:52 作者: 媒介 時間: 2025-3-30 23:48
https://doi.org/10.1057/978-1-137-47244-1healthcare to teach or train students and personnel in an engaging manner. Puzzle-based micro-games may be an advantageous method for quickly learning declarative knowledge, i.e. knowledge pertaining to facts and definitions. In military exercises and wargames, there is a need to quickly absorb decl作者: 凹槽 時間: 2025-3-31 01:24
https://doi.org/10.1007/978-1-349-20038-2 health and safety training programmes, VR can be very useful to train people in dangerous environments and situations without imposing real danger on them or others. Chemical laboratories are environments where risks of severe injury or even fatality are always present. For this, we developed a VR 作者: 煩躁的女人 時間: 2025-3-31 05:12