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Titlebook: Games and Learning Alliance; 12th International C Pierpaolo Dondio,Mariana Rocha,Francesco Bellotti Conference proceedings 2024 The Editor(

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11#
發(fā)表于 2025-3-23 11:12:22 | 只看該作者
Does Players’ Prosocial Behavior in?Computer Game Predict Their Well-Being in?Real Life?ited to engage in a simple computer game where their task was to assist others in enhancing their mobility to reach the goal. The primary objective of this study was to determine whether the characteristics of this supportive behavior in the game could predict the participants’ well-being in real li
12#
發(fā)表于 2025-3-23 17:20:23 | 只看該作者
13#
發(fā)表于 2025-3-23 21:40:26 | 只看該作者
14#
發(fā)表于 2025-3-24 00:47:19 | 只看該作者
The C3C Game: Serious Games and?Community-Centered Design for?Improved Pandemic Decision Makingftermath of the COVID-19 pandemic, public health and emergency management organizations are beginning to use such games to enhance their preparedness and readiness activities. In this paper, we present a Knowledge Acquisition Analytical Game (K2AG) focused on understanding and providing training for
15#
發(fā)表于 2025-3-24 03:44:51 | 只看該作者
16#
發(fā)表于 2025-3-24 10:20:38 | 只看該作者
The Gamification Elements Speech-Language Pathologists Use to Motivate Children for Speech Therapy Tg with parents. Therefore, one of the most important tasks of paediatric speech-language pathologists (SLPs) is to find different ways, over and over again, to motivate children for training. As different types of games themselves have already been identified as important motivational tools used by
17#
發(fā)表于 2025-3-24 14:18:55 | 只看該作者
Application of?a?Serious Game for?Emotion Elicitation Under Socio-Economic and?Trust Based Decision-igms utilizing socio-economic and trust-based contexts have been established to elicit specific emotional responses in autistic individuals. Serious games, incorporating cohesive storylines and multiple interactions within these contexts, can serve as engaging tools for emotion elicitation in autist
18#
發(fā)表于 2025-3-24 17:16:32 | 只看該作者
Towards a?Competitive Two-Player Anti-phishing Learning Gament, the game presents a more constructive learning environment, in which players can compete against each other during the game-based learning process. A preliminary user study investigates the new game mode and evaluates usability and user experience to further improve its implementation.
19#
發(fā)表于 2025-3-24 22:09:21 | 只看該作者
20#
發(fā)表于 2025-3-25 01:59:15 | 只看該作者
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