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Titlebook: Games and Learning Alliance; 9th International Co Iza Marfisi-Schottman,Francesco Bellotti,Roland Kl Conference proceedings 2020 Springer N

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An Introduction to Latent Variable Modelse this effectiveness to stakeholders. Computer support of evaluations requires addressing several problems, including security, privacy protection, data collection from both questionnaires and in-game activities, data analysis, and management of the experimental workflow. We describe improvements to
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An Introduction to Latin American Economics(IoT) framework, and particularly takes advantage of its edge computing extension (namely, Edgine), which can be seamlessly deployed cross-platform on embedded devices and PCs as well. The Edgine is programmed to download from Measurify a set of scripts, that are periodically executed so to get data
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Stokes Equations and Penalty Method,for the expansion of the fuel channel components. Fuel channel assembly enables the heat transfer from the nuclear fuel to heavy water coolant. Heavy water coolant under elevated pressure (. 10 MPa), carries the heat generated from nuclear fission reaction to heat exchangers located outside the reac
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The Languages of Western Europe,nd the difficulty of the gameplay is an appropriate avenue to maintain the flow of a user. We analyze this approach in a virtual reality serious game dedicated to people suffering from post-traumatic stress disorder (PTSD). Knowing that heart rate is a good indicator of the emotional state of people
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Gopinath Rebala,Ajay Ravi,Sanjay Churiwaladification ties in with both gamification and the concept and practice of transmedia it possesses unique characteristics and qualities of its own, primarily evolving around playful ways of creating and interacting with stories. The focus point is especially how traditional media such as tv-series an
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An Introduction to Machine Learningntext of self-determination theory. The analysis leverages academic literature on the topics of motivation, player engagement, basic psychological needs, and the ability of video games to potentially satisfy these needs. Specifically, the paper contributes to the field of game-based learning by (1)
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