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Titlebook: Learning and Collaboration Technologies; 11th International C Panayiotis Zaphiris,Andri Ioannou Conference proceedings 2024 The Editor(s) (

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發(fā)表于 2025-3-27 00:55:07 | 只看該作者
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Mondheera Pituxcoosuvarn,Yohei Murakami,Shinnosuke Yamada. Finally, this study resulted?in four commodity priority categories, and they are: first, Cipocok Jaya district as the main priority with cucumber as its potential commodity; second, Curug district with chili as its commodity; third, Walantaka district with chili and Taktakan district with pea bean
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Robin St?ckert,Veruska De Caro-Bareknbe achieved by previous conventional means.In the conventional style of testing one attempts to propagate thelogic states of the suspended nodes to primary outputs. This is donefor all or most nodes of the circuit. For sequential circuits, inparticular, the complexity of finding suitable tests is v
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發(fā)表于 2025-3-27 20:12:51 | 只看該作者
0302-9743 odels, learning design or learning experience (LX) design, as well as technology adoption and use in formal, non-formal and informal educational contexts..978-3-031-61684-6978-3-031-61685-3Series ISSN 0302-9743 Series E-ISSN 1611-3349
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發(fā)表于 2025-3-27 22:58:37 | 只看該作者
: An?Educational Multiplayer Game for?Touch Tables Using a?Tangible User Interfacerning impact of a single session with .. The study found that participants answered 6.41 out of 9 questions on the learning outcomes questionnaire correctly. The average System Usability Scale score was 87.29.
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How Hexad Player Types Affect Student Behaviour in Three Versions of a Peer-Quizzing Gameype. The students played the peer-quizzing game during the academic term, challenging each other to answer questions related to the material taught in the course. We present the findings from the game activity data collected from the students’ gameplay through the lens of their Hexad player types. O
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發(fā)表于 2025-3-28 13:00:26 | 只看該作者
Exploring the?Impact of?Purposeful Board Games in?Higher Educationmising form of practice-based and in-depth engagement with a specific “way of thinking” and thus in how far this game-based learning and teaching approach for higher education was a successful strategy in introducing the lecture’s topics. Initial investigation shows that participants rated the knowl
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