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Titlebook: Games and Learning Alliance; 9th International Co Iza Marfisi-Schottman,Francesco Bellotti,Roland Kl Conference proceedings 2020 Springer N

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發(fā)表于 2025-3-21 18:43:31 | 只看該作者 |倒序?yàn)g覽 |閱讀模式
書目名稱Games and Learning Alliance
副標(biāo)題9th International Co
編輯Iza Marfisi-Schottman,Francesco Bellotti,Roland Kl
視頻videohttp://file.papertrans.cn/381/380548/380548.mp4
叢書名稱Lecture Notes in Computer Science
圖書封面Titlebook: Games and Learning Alliance; 9th International Co Iza Marfisi-Schottman,Francesco Bellotti,Roland Kl Conference proceedings 2020 Springer N
描述.This book constitutes the refereed proceedings of the 9th International Conference on Games and Learning Alliance, GALA 2020, held in Laval, France, in December 2020...The 35 full papers and 10 short papers were carefully reviewed and selected from 77 submissions. The papers cover a broad spectrum of topics: Serious Game Design; Serious Game Analytics; Virtual and Mixed Reality Applications; Gamification Theory; Gamification Applications; Serious Games for Instruction; and Serious Game Applications and Studies..
出版日期Conference proceedings 2020
關(guān)鍵詞serious games; games; videogames; game technology; simulations; virtual worlds software; virtual worlds so
版次1
doihttps://doi.org/10.1007/978-3-030-63464-3
isbn_softcover978-3-030-63463-6
isbn_ebook978-3-030-63464-3Series ISSN 0302-9743 Series E-ISSN 1611-3349
issn_series 0302-9743
copyrightSpringer Nature Switzerland AG 2020
The information of publication is updating

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Games and Learning Alliance978-3-030-63464-3Series ISSN 0302-9743 Series E-ISSN 1611-3349
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發(fā)表于 2025-3-22 08:06:20 | 只看該作者
,The World’s Major Chemical Industries,This article presents the lessons we learnt during the development of a generation component in the . learning game. They are presented according to the different development stages of the generator. They may be considered useful by designers or researchers sharing similar contexts and objectives.
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Generation of Adapted Learning Scenarios in a Serious Game: Lessons LearntThis article presents the lessons we learnt during the development of a generation component in the . learning game. They are presented according to the different development stages of the generator. They may be considered useful by designers or researchers sharing similar contexts and objectives.
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Learning Effects and Network Decisions,eas including serious games. The increase in the number of players includes disabled players. Therefore, serious games have to consider these audiences who may be affected by one or more temporary or ongoing disabilities. Universally accessible games (UA-Games) aim to create interfaces that can be a
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Private Foreign Investment (PFI),k environments and systems that may otherwise be challenging and/or impractical to facilitate in an educational institution. However, existing instructional design models are limited in use when it comes to how to implement and integrate SGs within the existing curricula. Furthermore, the trainer pe
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Spectral Analysis of an Inverse Problem,tion and such little space. The choice of search filters, their format, their position, including the way to represent the results, are not trivial decisions. This paper presents the .-. (.) method that offers five steps with specific material to help end users produce mock-up interfaces for digital
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Michael J. E. Morgenthaler,Stephen R. Meech implementation, and early evaluation of the Interactive Gamification Analytics Tool (IGAT) for the learning management system Moodle. By exploring existing work on GA, we provide insights into current problems and challenges of gamification monitoring. Next, we reflect on a GA requirements model an
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