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Titlebook: Games and Learning Alliance; 12th International C Pierpaolo Dondio,Mariana Rocha,Francesco Bellotti Conference proceedings 2024 The Editor(

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楼主: deduce
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The Use of Mortality Statistics,nt, the game presents a more constructive learning environment, in which players can compete against each other during the game-based learning process. A preliminary user study investigates the new game mode and evaluates usability and user experience to further improve its implementation.
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0302-9743       Serious Games for Health, Wellbeing and Social Change.5.       Evaluating and Assessing Serious Games Elements.6.     Posters.978-3-031-49064-4978-3-031-49065-1Series ISSN 0302-9743 Series E-ISSN 1611-3349
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https://doi.org/10.1007/978-94-015-8014-4n the control group did. The knowledge test revealed, that in four out of six questions, the gaming group answered more correctly than the control group did. Interestingly, the highest percentage of correct answers was a question linked to a game-designed surprise with an alarm.
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https://doi.org/10.1007/978-1-349-01792-8and that Blob, the virtual tutor, facilitates the usage of the mini-games. Although the bonus information modules do not directly correlate with the final exam result, they show a positive correlation with the scores of the intermediate tests - the multiple-choice questions (MCQs) - taken by the students just after playing the mini-games.
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The Mathematics of Fuzzy Control,mined the effect of participants’ prosociality on their level of well-being. The results revealed that players who exhibited more prosocial behavior in the game also reported higher levels of well-being outside the game context.
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Stability of Fuzzy Control Systems,ntervene in cyberbullying by providing teachers with know-how through interactive training with artificial intelligence. The game presented, along with its face validity (n = 290 units for content analysis), offer technology professionals the necessary knowledge to develop future interventions to counter cyberbullying.
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