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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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發(fā)表于 2025-3-28 17:03:54 | 只看該作者
42#
發(fā)表于 2025-3-28 19:34:59 | 只看該作者
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發(fā)表于 2025-3-29 01:41:30 | 只看該作者
The Nurse’s Knowledge Bank: A Serious Knowledge Elicitation and Evaluation Gamen oncology setting. From the three cycles n?=?112 evaluated knowledge submissions were captured. These submissions included concepts such as ‘.’ or ‘.’. These submissions were mapped into two clinical terminologies, providing a means of sharing this knowledge beyond the clinic border and demonstrati
44#
發(fā)表于 2025-3-29 05:52:49 | 只看該作者
eKinomy: Designing a?Serious Game to?Promote Economic Decision-Making Skills from?Elementary Levelducation. Next, the paper elucidates the design process employed in creating the serious game “eKinomy” and embedding the simulation and role-play elements into it. We outline the steps taken to ensure that the game aligns with the learning objectives of economic education while providing an engagin
45#
發(fā)表于 2025-3-29 10:46:17 | 只看該作者
Balancing Inequalities: A Board Game for Young People from Coastal Communities to Discuss Plausible e intrinsic system in which young people live and suggests ways to overcome barriers established by these systems. The paper concludes with suggestions for future research such as the use of the game in participatory design sessions, mentoring classes and as an initial framework for serious games th
46#
發(fā)表于 2025-3-29 14:04:04 | 只看該作者
The C3C Game: Serious Games and?Community-Centered Design for?Improved Pandemic Decision Makingand take actions. The C3C Game was created through a community-centered design process and leverages methods from human factor engineering, including hierarchical task analysis. This paper describes the game, presents results from a pilot exercise conducting with public health and emergency response
47#
發(fā)表于 2025-3-29 17:56:06 | 只看該作者
Radiation Fluxes in Natural Environments,on sickness, ensuring the practical applicability of the game within the corresponding museum exhibition. This paper unfolds in three parts: firstly, an exposition of the cultural backdrop behind the game; secondly, an exploration of our didactic strategy, game design choices, and our vision for sea
48#
發(fā)表于 2025-3-29 22:16:51 | 只看該作者
49#
發(fā)表于 2025-3-30 03:34:05 | 只看該作者
50#
發(fā)表于 2025-3-30 04:06:21 | 只看該作者
https://doi.org/10.1007/978-3-662-61068-8n oncology setting. From the three cycles n?=?112 evaluated knowledge submissions were captured. These submissions included concepts such as ‘.’ or ‘.’. These submissions were mapped into two clinical terminologies, providing a means of sharing this knowledge beyond the clinic border and demonstrati
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