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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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A Participatory Approach to Redesigning Games for Educational Purposesuage 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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Digital Consultations: A Case Study,debriefing phase. In order to identify how knowledge is processed during the debriefing, we used an annotation software for categorizing interactions between the teacher and the students. Results show that practices differ among teachers regarding debriefing and that the processing of knowledge (named institutionalization) is not fully performed.
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Debriefing and Knowledge Processing an Empirical Study About Game-Based Learning for Computer Educatdebriefing phase. In order to identify how knowledge is processed during the debriefing, we used an annotation software for categorizing interactions between the teacher and the students. Results show that practices differ among teachers regarding debriefing and that the processing of knowledge (named institutionalization) is not fully performed.
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Conference proceedings 2019and posters..The chapter "Cyber Chronix, Participatory Research Approach to Develop and Evaluate a Storytelling Game on Personal Data Protection Rights and Privacy Risks" is available open access under a CC BY 4.0 license at link.springer.com..
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https://doi.org/10.1007/978-3-662-05689-9ndings and themes from interviews and co-design activities are discussed, personas and artefacts illustrated, and relevant content, game and design recommendations for future work in this area presented.
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Index Numbers and Productivity Measurement,rning algorithms are tested for their ability to predict the appeal of an icon from its visual appearance and other properties. Findings show the impact of the representation on the model’s accuracy and highlight how such a predictive model of quality can be applied to evaluate new icons (human-authored or generated).
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