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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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41#
發(fā)表于 2025-3-28 18:29:16 | 只看該作者
42#
發(fā)表于 2025-3-28 19:27:19 | 只看該作者
https://doi.org/10.1007/978-1-349-24782-0dietary interventions for children. Characters are often used in gamification applications that aim to motivate proper eating behavior. This study aims to examine whether playing a video game with characters affects fruit intake among young children. An electronic game was developed to encourage chi
43#
發(fā)表于 2025-3-29 01:38:55 | 只看該作者
https://doi.org/10.1057/9781137598738ike . or . and combining them with a tense story and the learning content based on chapters of a textbook that is used in conventional school lessons. In specific, this learning content will be an important part of the game and is webbed into the story and game mechanics fluidly. Therefore, the stud
44#
發(fā)表于 2025-3-29 06:02:32 | 只看該作者
The Cartographic Atlas of the Brains within a cognitive rehabilitation perspective, is presented. Specifically, in this first version, the topics considered were: colours, animals, objects, and vehicles..The solution was developed to be usable and accessible to two user groups, children with special education needs and seniors in nee
45#
發(fā)表于 2025-3-29 08:17:13 | 只看該作者
The Cartoon Introduction to Climate Changeis forcing academic institutions to rethink and redesign their lab courses. VR is promising technology to support this change. This study reviews current literature of the VR systems applied in higher education, clarifies some technical terms related to VR technology, and identifies the strengths an
46#
發(fā)表于 2025-3-29 13:11:22 | 只看該作者
47#
發(fā)表于 2025-3-29 16:02:48 | 只看該作者
https://doi.org/10.1007/978-3-030-05779-4tainment for people to enjoy, but it has also transitioned to becoming a learning experience for others. With our current repetitive standards and methods of teaching and learning in schools, the mind of many students has dulled their creativities as well as developing the extrinsic motivation to st
48#
發(fā)表于 2025-3-29 22:26:56 | 只看該作者
49#
發(fā)表于 2025-3-30 01:44:51 | 只看該作者
50#
發(fā)表于 2025-3-30 05:49:32 | 只看該作者
Balancing and Unbalancing Capital Movements,verse needs. Many STEM interventions typically do not leverage the cognitive assets of learners [.] nor do these initiatives prioritize effective differentiated instruction and learning [., .]. The INFACT, Include Neurodiversity in Foundational and Applied Computational Thinking, project addresses t
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