轮流 发表于 2025-3-27 00:02:00
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Serious Games and Multiple Intelligences for Customized Learning: A Discussion avoid enforcing one-size-fits-all solutions. In this chapter, we discuss multiple intelligences in conjunction with serious games and technology to explore how a synergy between them can provide a solution capable of capturing qualitative and quantitative data to design engaging and effective experiences.prostatitis 发表于 2025-3-27 15:44:50
Game-Based (Re)Habilitation via Movement Trackingnherent to our interpretation of play therapy. Whilst this research is a few years ago the findings are still relevant and align to contemporary studies and in context of this book where cross-reference is made from another publication.垄断 发表于 2025-3-27 19:26:49
Four-Component Instructional Design Applied to a Game for Emergency Medicinertment. We used the Four-Component Instructional Design theory (4C/ID) to redesign the existing game. In this chapter, we explain why the game was redesigned and how the components of this instructional design theory can be applied to designing a serious game for medical education.gnarled 发表于 2025-3-27 23:10:37
,Re – Reflecting on Recent Advances in Technologies of Inclusive Well-Being,ized to date are overviewed aligned with contemporary related literatures in the field. A reflection on Covid-19 precedes a closing section consideration on the future ‘Technologies of Inclusive Well-Being’ and digital wellness impact in healthcare.Corroborate 发表于 2025-3-28 04:10:03
Gaming, VR, and Immersive Technologies for Education/Traininglity (XR). This will be so that what one really experiences and what is computer-generated will be so tightly mixed together that a person will not be able to distinguish between what is real and what is an illusion. Rather than sliding a finger across a touch screen on a smart phone, it will be posAnkylo- 发表于 2025-3-28 07:07:25
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