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Titlebook: Learning and Collaboration Technologies: Games and Virtual Environments for Learning; 8th International Co Panayiotis Zaphiris,Andri Ioanno

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樓主: 嚴(yán)峻
11#
發(fā)表于 2025-3-23 11:16:14 | 只看該作者
Doga Demirel,Abdelwahab Hamam,Caitlin Scott,Bayazit Karaman,Onur Toker,Lyan Penad about to predict COVID-19 cases used by experts or researchers around the globe. In this research project, we have used univariate LSTM model to make predictions. The number of confirmed cases, number of recovered cases and the number of death cases in the coming days are being predicted. Mean abs
12#
發(fā)表于 2025-3-23 15:11:53 | 只看該作者
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發(fā)表于 2025-3-23 18:57:58 | 只看該作者
FLCARA: Frog Life Cycle Augmented Reality Game-Based Learning Applicationonal model placed in front of them. Using printed cards representing the various stages of the frog’s life cycle, the students organize the cards to reflect the correct order of the cycle and then use the application to check if the order is correct. The application’s design can be mapped easily ont
14#
發(fā)表于 2025-3-24 01:53:00 | 只看該作者
Transforming Classic Learning Games with the Use of AR: The Case of the Word Hangman Games and the other group used our AR game. Preliminary results of the study show that all students improved their language skills but only the group with the AR game evolve into being more active, involved, participative and engaged in the educational process and developed their creativity skills.
15#
發(fā)表于 2025-3-24 05:32:13 | 只看該作者
16#
發(fā)表于 2025-3-24 07:25:41 | 只看該作者
Mobile Game-Based Learning in Distance Education: A Mixed Analysis of Learners’ Emotions and Gaming tigate the gaming features that caused negative or positive emotions. Time limit and music/sound were proved to cause negative emotions, while multimedia, colors, learnability, and sequencing were reported as positive emotional antecedes. Competition revealed mixed outcomes. Overall, this study prov
17#
發(fā)表于 2025-3-24 10:58:49 | 只看該作者
18#
發(fā)表于 2025-3-24 17:01:19 | 只看該作者
19#
發(fā)表于 2025-3-24 20:33:02 | 只看該作者
Usability and User Experience of a Chat Application with Integrated Educational Chatbot Functionalit seen as a tool to enhance students’ connections and social life through creation of private student communities. After the end of semester, students’ opinions about Differ were evaluated through means of UEQ and SUS questionnaires which are frequently used for user experience and usability evaluati
20#
發(fā)表于 2025-3-25 02:36:25 | 只看該作者
Envisioned Pedagogical Uses of Chatbots in Higher Education and Perceived Benefits and Challengesnd retrospective. Under each one of those higher-order categories, specific learning domains can be supported (i.e., cognitive, affective), besides administrative tasks. Benefits and challenges foreseen in the use of pedagogical chatbots are presented and discussed. The findings of this study highli
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