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Titlebook: Games and Learning Alliance; 7th International Co Manuel Gentile,Mario Allegra,Heinrich Söbke Conference proceedings 2019 Springer Nature S

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Balancing Realism and Engagement for a Serious Game in the Domain of Remote Sensingnd game objectives while keeping engagement and immersion. In addition, the paper outlines the support for educators and trainers via the implemented editors. Finally, the paper will report about the current evaluation of the game’s learning outcome and user experience.
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https://doi.org/10.1007/978-1-4615-3058-9 and a limited use of the social aspects of the chosen programming environment. Devoting a longer time to the learning path would help fostering these skills. Finally, a close integration of the learning path with the school curriculum is envisaged.
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An Introduction to Water Quality Sciencethe current study, we report results of an empirical evaluation of game experience of our educational board games with students of the target age group. In particular, we conducted quantitative analyses of player experience of primary school student participants. Results indicate overall positive ga
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https://doi.org/10.1007/978-3-319-63190-5ame master who leads the players through a pre-developed story, the basis of the mechanics provides some similarities to a facilitator leading learners through an assignment. In this paper, the authors present a playful example of how roleplaying games can be used to facilitate student self-reflecti
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An Introduction to Western Financial Marketsining application. To evaluate the prototype a focus group was organized, consisting of potential end users. The outcomes were mainly positive and the provided feedback will be incorporated into the final version.
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A Learning Path in Support of Computational Thinking in the Last Years of Primary School and a limited use of the social aspects of the chosen programming environment. Devoting a longer time to the learning path would help fostering these skills. Finally, a close integration of the learning path with the school curriculum is envisaged.
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Board Games for Training Computational Thinkingthe current study, we report results of an empirical evaluation of game experience of our educational board games with students of the target age group. In particular, we conducted quantitative analyses of player experience of primary school student participants. Results indicate overall positive ga
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