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Titlebook: Games and Learning Alliance; 8th International Co Antonios Liapis,Georgios N. Yannakakis,Manuel Nina Conference proceedings 2019 Springer N

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楼主: Sparkle
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Designing a 2D Platform Game with Mathematics Curriculume error and trial method. In the end of each track, the player is taking feedback of his effort in a self-assessment process. Mario Maths was developed to be used as a complementary educational tool for students who might be attracted from such forms of media. (.).
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Reinforcing the Attitude-Behavior Relationship in Persuasive Game Designe desired behavior in the real world;.So far, these recommendations are still theoretical in nature. We therefore discuss how future work should empirically examine these, including their implications for the effective use of persuasive game mechanics.
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A Pilot Study on the Feasibility of Dynamic Difficulty Adjustment in Game-Based Learning Using Heartgame. Moreover, players reported the adaptive version to be more challenging, fascinating, and harder than the non-adaptive one. At the same time players felt that the difficulty in the adaptive version was just right, while the non-adaptive one was rated to be harder than just right. In sum, DDA us
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Andromeda: A Personalised Crisis Management Training Toolkites and serves training data. In this paper, we discuss Andromeda’s design concepts and propose future studies using this toolkit. Our main focal points are player stress response modelling and automated crisis management training adaptation.
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Towards an Operational Definition of Procedural Rhetoriccedural rhetoric. We propose an analysis procedure based on multi-modal analysis methods combined with existing game analysis frameworks. We illustrate this procedure using an example analysis of the game . (2016). The proposed procedure enables both a formal comparison and analysis of the examined
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https://doi.org/10.1007/978-1-4612-0075-8uage classroom with elementary and intermediate English language learners. The benefits that underlie the process concern students’ active participation, boosting their problem-solving skills, and engaging them in creative learning.
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