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Titlebook: Games and Learning Alliance; 6th International Co João Dias,Pedro A. Santos,Remco C. Veltkamp Conference proceedings 2017 Springer Internat

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Classical and Quantum Probability,independence. In addition, there is a substantial relationship between eye-hand coordination and the acquisition of literacy skills. In this paper, we present the design process of a gesture-based videogame to support eye-hand coordination and literacy skills. First, we conducted a contextual study
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Unleashing the Power of Generationt communication skills, social interaction and speech. There are, however, few SGs for autistic children which have the aim of helping to moderate sensory hypersensitivity. This paper presents an SG which aims to target this area. A set of critical sounds was heuristically determined, and implemente
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Policy and Law: Denial of Service Threat,e argued that persuasion through digital games can be approached from three different perspectives: digital games can be used as media for persuasion, digital games can be used as tools for persuasion and digital games can be used as social actors for persuasion. In this paper, I use four cancer gam
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https://doi.org/10.1007/978-3-658-03275-3elopment of children in a negative way. Mobile serious games have the potential to support dyslexic primary-school children in addition to school support and learning therapy. We propose such a mobile serious game called “Prosodiya”, with the help of which dyslexic children can improve their reading
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An Invitation to Mathematical Biologyical research remains limited, due to the unclear definition of the term gamification and an underdeveloped theory. The research at hand tries to narrow this gap by conducting a laboratory experiment to test the effects of gamification on the performance of subjects in a rather boring task. Beyond t
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https://doi.org/10.1007/978-3-319-14562-4nts and ‘powers’ as rewards for desired behavior. Classcraft aims to foster players’ social engagement. We conducted a preliminary study on classrooms from Switzerland. The objective aims to characterize the social component of players’ engagement. Our approach is based on the identification of enga
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