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Titlebook: HCI in Games; 6th International Co Xiaowen Fang Conference proceedings 2024 The Editor(s) (if applicable) and The Author(s), under exclusiv

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楼主: 自由才谨慎
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Towards Attainable Game Experiencesfrom accessing meaningful learning and collaborative experiences. This article explores the concept of Universal Design in video games by introducing the AGE (Attainable Game Experience) framework. It outlines four comprehensive heuristics aimed at maximizing the impact of games by ensuring they are
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Global Warming and Anthropogenic CO2,nal development of adults. The review process encapsulates a wide range of evidence related to LEGO use. in diverse educational practices and settings. A total of 43 articles were thoroughly reviewed to answer three research questions and explore the use of diverse LEGO. types and its effect in prof
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Methods and problems of weight reductiond as a valuable asset due to their ability to foster engaging and flow experiences. However, the design of assistive video games requires integrating multiple layers of art and practice, ranging from game design to specialized domain-specific knowledge. In this paper, we report the design of a proto
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https://doi.org/10.1057/9780230305014e and technology, as well as increasing pressure to learn, have left children in urban areas with limited opportunities to connect with nature. This results in a significant gap between urban children and the natural environment. Therefore, this study designed a multi-sensory interactive bird watchi
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Introduction: The Legacy of the ,,ease audience engagement and develop their creative thinking and learning skills through online interactions and scenario simulations. Therefore, it is necessary to explore the factors that influence users’ acceptance of serious games in the museum field. In addition, an extended TAM for the games w
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https://doi.org/10.1007/978-1-349-81143-4udies, particularly in regions such as the UK and Australia. Current studies have focused on utilizing ARGs to facilitate student orientation and induction. However, research in this domain is notably sparse within Chinese universities, despite the growing interest in game-based learning in China. T
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https://doi.org/10.1007/978-3-319-40105-8ty games, known for their interactive and engaging nature, are increasingly recognized in the gaming market. We investigate the integration of these elements into language education, aiming to enhance learning experiences and outcomes. Our research employs the classic SILL model of language learning
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