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Titlebook: Games and Learning Alliance; 6th International Co Jo?o Dias,Pedro A. Santos,Remco C. Veltkamp Conference proceedings 2017 Springer Internat

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樓主: 解毒藥
41#
發(fā)表于 2025-3-28 14:47:23 | 只看該作者
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
42#
發(fā)表于 2025-3-28 21:13:55 | 只看該作者
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
43#
發(fā)表于 2025-3-29 02:38:04 | 只看該作者
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
44#
發(fā)表于 2025-3-29 05:59:57 | 只看該作者
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
45#
發(fā)表于 2025-3-29 08:07:50 | 只看該作者
46#
發(fā)表于 2025-3-29 14:10:52 | 只看該作者
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
47#
發(fā)表于 2025-3-29 19:01:43 | 只看該作者
48#
發(fā)表于 2025-3-29 21:44:13 | 只看該作者
49#
發(fā)表于 2025-3-30 00:15:22 | 只看該作者
50#
發(fā)表于 2025-3-30 04:13:43 | 只看該作者
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
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