毁坏 发表于 2025-3-27 00:05:49
Evaluating the Adoption of the Physical Board Game Ludo for Automated Assessments of Cognitive Abili to continuously assess the transitory conditions that occur between normal cognition and cognitive failure. However, designing games for elderly poses distinctive challenges since one has to take into account the limited experience of today’s elderly with digital gameplay interfaces like touch screincubus 发表于 2025-3-27 04:21:43
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GAP: A ,ame for Improving ,wareness About ,asswords to choose easy-to-guess passwords to protect their important online accounts. In this paper, we explore the potential of serious games to educate users about various features that negatively impact password security. Specifically, we designed a web-based casual game called . and assessed its impactConcomitant 发表于 2025-3-27 16:38:00
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Evaluation of an Augmented Reality Multiplayer Learning Game in learning when they play ARGBL games. Moreover, ARGBL benefits learning processes by allowing social interaction with digital devices within a multiplayer environment. In order to assess the effects of combining ARGBL and a multiplayer approach, an ARGBL multiplayer video game was built guided byDorsal-Kyphosis 发表于 2025-3-27 23:32:40
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http://reply.papertrans.cn/87/8655/865454/865454_39.pngheirloom 发表于 2025-3-28 11:40:56
Predicting Learning Performance in Serious Gamesnalytics and Educational Data Mining investigates the methods and technologies to make predictions about the competencies and skills, learners may reach within a specific course or program. Such performance predictions may also enrich the capabilities and the effectiveness of serious games. In game-