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Titlebook: HCI in Games: Serious and Immersive Games; Third International Xiaowen Fang Conference proceedings 2021 Springer Nature Switzerland AG 202

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31#
發(fā)表于 2025-3-26 22:56:14 | 只看該作者
32#
發(fā)表于 2025-3-27 04:32:12 | 只看該作者
Conference proceedings 2021s held virtually.. The total of 1276 papers and 241 posters included in the 39 HCII 2021 proceedings volumes was carefully reviewed and selected from 5222 submissions.?. The papers of HCI-Games 2021, Part II are organized in topical sections named: Serious Games; Gamification and Learning; Mixed and Virtual Reality Games.?.
33#
發(fā)表于 2025-3-27 06:01:15 | 只看該作者
34#
發(fā)表于 2025-3-27 13:14:20 | 只看該作者
Heroes, Rogues and Fools: The , Men,challenging but engaging, and they thought . was better in training pitch matching than the traditional method. In conclusion, . provides a new training method for pitch matching that is both engaging and effective.
35#
發(fā)表于 2025-3-27 15:21:07 | 只看該作者
36#
發(fā)表于 2025-3-27 21:02:21 | 只看該作者
37#
發(fā)表于 2025-3-27 23:24:37 | 只看該作者
Orpheus: A Voice-Controlled Game to Train Pitch Matchingchallenging but engaging, and they thought . was better in training pitch matching than the traditional method. In conclusion, . provides a new training method for pitch matching that is both engaging and effective.
38#
發(fā)表于 2025-3-28 04:34:44 | 只看該作者
Scaffolding Executive Function in Game-Based Learning to Improve Productive Persistence and Computatrse needs. Providing adaptive game environments through these embedded EF scaffolds may play a critical role in the ability of all learners to productively persist in the context of mathematical problem-solving and computational thinking.
39#
發(fā)表于 2025-3-28 06:55:44 | 只看該作者
The Ecological Role of Large Carnivoresdful play. Through semi-structured interviews and contextual inquiry think-aloud sessions, this phenomenological case study compares user experiences with these two pieces of software.?Findings include descriptions of how participants experienced mindfulness as contemplative self-reflection, as a lo
40#
發(fā)表于 2025-3-28 11:16:57 | 只看該作者
https://doi.org/10.1007/978-3-319-58341-9ive use of the system. The application of gamification in employee training and education has grown in popularity in recent years and displayed its effectiveness. The case study focuses on the possibilities of improving ERP training by adapting the educational gamification concepts in the training p
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