notice 发表于 2025-3-28 15:30:41

Using Gamification with Affective Computing for Second Language Learning5%; moreover, with the use of a usability metric for gamified applications, it was obtained that in terms of the system Usability, there is an 84.87% efficiency, in Educational Usability there is an 85.71% effectiveness, in User Experience, there is a 75.24% of user satisfaction.

初学者 发表于 2025-3-28 19:39:56

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CHART 发表于 2025-3-29 00:01:41

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conference 发表于 2025-3-29 05:01:43

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轨道 发表于 2025-3-29 10:22:37

Self-adaptive Internet of Things Systems: A Systematic Literature ReviewIoT platforms? and iii) What is the research approach in studies related to self-adaptive systems in IoT? First, 1136 primary studies were obtained through automatic and manual searches. Then, inclusion and exclusion criteria were applied to select 84 relevant studies on self-adaptation in IoT. Fina

小臼 发表于 2025-3-29 14:03:39

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ETCH 发表于 2025-3-29 17:30:55

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初次登台 发表于 2025-3-29 20:48:38

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