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Titlebook: Games and Learning Alliance; Second International Alessandro De Gloria Conference proceedings 2014 Springer International Publishing Switze

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51#
發(fā)表于 2025-3-30 11:55:11 | 只看該作者
https://doi.org/10.1007/978-1-349-06310-9 conditions and to increase their understanding of the simulated system/process. In these games, the educational goal changes the issues related to the simulation design. In particular, achieving right balance between realism and teaching effectiveness is an essential design criterion. The difficult
52#
發(fā)表于 2025-3-30 12:56:54 | 只看該作者
https://doi.org/10.1007/978-1-4612-4572-8overing new talent or refreshing strategies are long-term investments for all competitive F1 teams. The F1 world and teams invest vast amounts in developing high-fidelity simulators; however, driving games have seldom been associated with uncovering certain natural abilities. Beyond nature and nurtu
53#
發(fā)表于 2025-3-30 17:16:13 | 只看該作者
54#
發(fā)表于 2025-3-30 22:03:59 | 只看該作者
55#
發(fā)表于 2025-3-31 01:19:26 | 只看該作者
A Quick Introduction to Tensors is a key factor in determining whether the player will be engaged in the gameplay and achieve the objectives of the game. In this paper the usefulness of flow experience in evaluating the quality of physically activating problem-solving game was studied. The aim of the paper is to explore to what e
56#
發(fā)表于 2025-3-31 08:04:26 | 只看該作者
57#
發(fā)表于 2025-3-31 11:47:54 | 只看該作者
58#
發(fā)表于 2025-3-31 17:20:33 | 只看該作者
59#
發(fā)表于 2025-3-31 19:29:54 | 只看該作者
Designing Games with a Purpose for Data Collection in Music Research. Emotify and Hooked: Two Case Sinformation through online multiplayer games with the underlying purpose of collecting scientific data. In this paper we present two case studies of such games created for data collection in music information retrieval (MIR): Emotify, for emotional annotation of music, and Hooked, for studying music
60#
發(fā)表于 2025-3-31 23:26:17 | 只看該作者
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