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Titlebook: Human Interface and the Management of Information; Information and Inte Sakae Yamamoto Conference proceedings 2013 Springer-Verlag Berlin H

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楼主: GALL
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A Study of the Crossroad Game for Improving the Teamwork of Studentsng questionnaires and dividing them into three groups, high-agreement, low-agreement, and middle-agreement groups using the chi-square method. Results are obtained from students in Japan and the UK, and it is shown that the attitude toward a dilemma within teamwork depended on the background of the students.
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An Experimental Environment for Analyzing Collaborative Learning Interaction in which the non-verbal information of participants is collected to analyze learning interaction. For this purpose, we introduce multimodal measurement devices and implement an integration tool for developing a multimodal interaction corpus of collaborative learning.
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Transparent Digital Contents Sharing for Science Teachersy. The third part illustrates the scenario how the proposed framework works. The possibility for prototype system based on REST (Representational State Transferred) ful Web service is also discussed. This proposal expects to save time for preparing digital contents for science teachers as they mature on digital contents.
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Development and Evaluation of a Mobile Search System for Science Experiments to Connect School Knowlments, describe appropriate locations, and understand scientific concepts and methods. Participants’ questionnaire responses showed that they became interested in science experiments and formed a strong connection between school knowledge and common knowledge.
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Sakae YamamotoProceedings of the 15th International Conference on Human-Computer Interaction, HCI International 2013
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Lecture Notes in Computer Sciencehttp://image.papertrans.cn/h/image/429252.jpg
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Gamification of Education Using Computer GamesGamification of education is expected to increase learners’ engagement, which in turn increases learning achievement. We propose a gamification framework that synthesizes findings from the literature. The gamification framework is comprised of principles of gamification, system design elements for gamification, and dimensions of user engagement.
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