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Titlebook: Edutainment Technologies. Educational Games and Virtual Reality/Augmented Reality Applications; 6th International Co Maiga Chang,Wu-Yuin Hw

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楼主: inroad
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Analysis of Brainwave Characteristics for Playing Heterogeneous Computer Gamesically, this traditional learning assessment mechanism is a passive and negative assessment mechanism, which cannot provide an real-time learning warning mechanism for teachers or students to find out problems as early as possible (including such learning conditions as “absence of mind” resulting fr
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A Service Platform for Logging and Analyzing Mobile User Behaviorsorm for logging and analyzing mobile user behaviors. We have implemented a log collection service which records all user operations on the mobile unit. The collected data are transmitted to a remote server based on an energy-aware schedule. By providing a simple web-based interface, researchers can
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Educational Affordances of Ubiquitous Learningthis study employed a learning environment termed the Environment of Ubiquitous Learning with Educational Resources (EULER) and conducted a natural science course. The participants included elementary school teachers and elementary school students. Detailed studies of how the students use EULER and
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Development of a Mobile Rhythm Learning System Based on Digital Game-Based Learning Companionthmic skills of music. There are, however, other sources and instruments that are used to create the effects of rhythm. Nevertheless, current education neglects the exploration activities of sound and its relationship with rhythm in elementary school. Based on the positive learning effects of digita
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Motivations for Game-Playing on Mobile Devices – Using Smartphone as an Examplees based on specific demand. The smartphone combines different technology and sensors which causes the motivation for game playing to become more complicated. The goal of this study is to discover the reason for game playing on smartphones through understanding both the intrinsic and extrinsic motiv
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A Method for Determining Classroom Seating Arrangements by Using Bioinformaticsg arrangements changes on motivation of learning and on interaction between students. In this study we inspect the classroom seating arrangements and the tendency of behavior of students by the difference of their seats. We also propose a method for determining the classroom seating arrangements by
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J. Amesz,A. J. Hoff,H. J. Gorkumd design education were explored and attention was given to the application of related augmented reality applications to smooth out the development of computerized design programs. The result of such an augmented reality application was evaluated and design students’ best practice in action was reflected.
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