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Titlebook: Games and Learning Alliance; 11th International C Kristian Kiili,Koskinen Antti,Francesco Bellotti Conference proceedings 2022 The Editor(s

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Motivation and Emotions in a Health Literacy Game: Insights from Co-occurrence Network Analysistuational interest-flow” co-occurrence. When situational interest occurred, the flow was always co-occurring. This co-occurrence suggests that situational interest could be a prerequisite or a potential trigger for flow experience but not an adequate state ensuring a high flow experience. Further, f
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Piotr Mikusiński,Michael D. Taylorer to preliminarily test the usability of our game in authentic contexts of use. The results confirm that the designed game interactions are able to elicit emotional responses in the participants, also in ecological settings, that were expected based on the literature.
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Basic Concepts, Protocols and Terminology,he participants. Regarding motivation, it was surprising that the essays argued less with fun than with benefits for later professional life. In the context of didactic design, the suitability of the game . was questioned due to its great complexity. Also critical for the success of the course is th
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An Introduction to Nonlinear Opticsabout phishing. To facilitate immersion, the game content is generated automatically and allows for personalization. This paper presents the design, implementation, and a preliminary usability evaluation of the game.
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Graham M. Seed BEng, MPhil, PhD, MIAPin estimation performance due to task version. This seems to indicate no significant influence of game-based presentation of the fraction estimation task on reported math anxiety. Nevertheless, it needs to be considered that levels of math anxiety were generally low in our sample of university stude
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https://doi.org/10.1007/978-3-031-22124-8artificial intelligence; computer games; computer science; computer systems; computer vision; e-learning;
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