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Titlebook: Games and Learning Alliance; 12th International C Pierpaolo Dondio,Mariana Rocha,Francesco Bellotti Conference proceedings 2024 The Editor(

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31#
發(fā)表于 2025-3-26 22:39:37 | 只看該作者
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.
32#
發(fā)表于 2025-3-27 01:22:47 | 只看該作者
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.
33#
發(fā)表于 2025-3-27 06:11:40 | 只看該作者
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.
34#
發(fā)表于 2025-3-27 09:29:17 | 只看該作者
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.
35#
發(fā)表于 2025-3-27 13:55:32 | 只看該作者
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.
36#
發(fā)表于 2025-3-27 18:30:39 | 只看該作者
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
37#
發(fā)表于 2025-3-27 23:28:08 | 只看該作者
38#
發(fā)表于 2025-3-28 05:49:36 | 只看該作者
39#
發(fā)表于 2025-3-28 10:18:43 | 只看該作者
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.
40#
發(fā)表于 2025-3-28 11:26:42 | 只看該作者
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