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Titlebook: Kino und Krise; Kultursoziologische Il-Tschung Lim,Daniel Ziegler Book 2017 Springer Fachmedien Wiesbaden GmbH 2017 Filmsoziologie.Krise.K

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樓主: Agitated
11#
發(fā)表于 2025-3-23 10:48:07 | 只看該作者
12#
發(fā)表于 2025-3-23 16:00:32 | 只看該作者
13#
發(fā)表于 2025-3-23 21:10:10 | 只看該作者
vation whereas intrinsic motivation has mostly been ignored. Furthermore, we identify a trend in which gamification solutions primarily focus on rewarding quantitative improvement of work activities, neglecting qualitative performance. Subsequently, current solutions do not match recent findings in
14#
發(fā)表于 2025-3-23 22:48:58 | 只看該作者
15#
發(fā)表于 2025-3-24 02:58:53 | 只看該作者
16#
發(fā)表于 2025-3-24 08:14:00 | 只看該作者
Sina Farzinvation whereas intrinsic motivation has mostly been ignored. Furthermore, we identify a trend in which gamification solutions primarily focus on rewarding quantitative improvement of work activities, neglecting qualitative performance. Subsequently, current solutions do not match recent findings in
17#
發(fā)表于 2025-3-24 13:24:35 | 只看該作者
J?rn Ahrensaking processes affected by such challenges are also elaborated, and potential actions to mitigate their effects in gamification planning, conducting and communication are further introduced. Thus, this chapter provides an understanding of ethical challenges posed by the literature in gamified educa
18#
發(fā)表于 2025-3-24 16:57:15 | 只看該作者
Jules Buchholtz,Philipp Schulte, and report data mining projects. Then, we introduce Orange and Weka—tools that those interested in this field might use to run their projects without having to code—and present hands-on DDGD research with code examples in R and Python. Next, we provide practical recommendations as well as directio
19#
發(fā)表于 2025-3-24 22:08:12 | 只看該作者
Ronja Trischleraking processes affected by such challenges are also elaborated, and potential actions to mitigate their effects in gamification planning, conducting and communication are further introduced. Thus, this chapter provides an understanding of ethical challenges posed by the literature in gamified educa
20#
發(fā)表于 2025-3-25 00:13:27 | 只看該作者
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