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Titlebook: Subconscious Learning via Games and Social Media; Olga Sourina,David Wortley,Seongdong Kim Book 2015 Springer Science+Business Media Singa

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Can We Play with ADHD? An Alternative Game-Based Treatment for Inattentive Symptoms in Attention-Dee training offers a promising new area for clinicians. We present a brain–computer interface (BCI)-based neurofeedback and cognitive training programme targeting the inattentive symptoms of ADHD in this chapter. The concept of an individualized model of attention is one of the features of the BCI tr
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Associating Sport Skills Through Virtual Games: An Introductory Approach,n sport to children aged 9–10 years old in Malaysia’s Primary School Education. The game is only introduced in Secondary Schools. In NEMD model, a game is engaging if the game can sustain users’ attention for a period of 2 h and more. There are two forms of data gathered. One, the recorded facial ex
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Technology Acceptance of Thai Primary Student on Outdoor Learning Activity Using Mobile Device,el (TAM) was used for analyzing how students perceive, accept, and adopt the mobile technology to use. The result shows that student’s attitude (ATT) very according to three factors [i.e., perceived of usefulness (PU), perceived ease of user (PEU), and perceived enjoyment (PE)]. Moreover, the result
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Book 2015tor, digital games have a great potential to improve learning of both adults and children. It is important to understand how to design games that could create long term behavioral change rather than short term alterations. In these chapters, we discuss how the serious games should be designed and de
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Seongdong Kim,Seongah Chin,Jaemoon Lee,Teresa Choturnees. This thought-provoking book will appeal to scholars of migration and refugee studies, as well as a wider audience of sociologists, anthropologists, demographers and policy makers. .978-3-319-82180-1978-3-319-40775-3Series ISSN 2662-2602 Series E-ISSN 2662-2610
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2197-9685 It is important to understand how to design games that could create long term behavioral change rather than short term alterations. In these chapters, we discuss how the serious games should be designed and de978-981-10-1368-3978-981-287-408-5Series ISSN 2197-9685 Series E-ISSN 2197-9693
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