找回密碼
 To register

QQ登錄

只需一步,快速開始

掃一掃,訪問微社區(qū)

打印 上一主題 下一主題

Titlebook: HCI in Games; 5th International Co Xiaowen Fang Conference proceedings 2023 The Editor(s) (if applicable) and The Author(s), under exclusiv

[復制鏈接]
樓主: ISH
51#
發(fā)表于 2025-3-30 11:47:11 | 只看該作者
52#
發(fā)表于 2025-3-30 15:11:42 | 只看該作者
53#
發(fā)表于 2025-3-30 16:54:51 | 只看該作者
Adult ADHD in Psychiatric Conditions,esses have increasingly embraced active pauses and short breaks to favor relaxation and distraction for reducing emotional burden and increasing productivity. To that respect, mindfulness and quick-bite video games are among the go-to options for taking a rest. In this paper we explore how to introd
54#
發(fā)表于 2025-3-30 22:11:59 | 只看該作者
https://doi.org/10.1007/978-3-031-27777-1ifications of time travel and time manipulation. Time loop games, in which a character repeats the same time period or sequence of experiences indefinitely, are surprisingly optimistic, even when the game world, content, or scenario is emotionally challenging. While all digital games allow players t
55#
發(fā)表于 2025-3-31 03:06:00 | 只看該作者
,Intangible Burdens and ‘Real’ Burdens, In consequence, personalization seems to be an important part of any successful gamification design. Personalization can be improved by understanding user behavior and Hexad player/user type. This paper comes with an original research idea: It investigates whether users’ game-related data (collecte
56#
發(fā)表于 2025-3-31 07:16:55 | 只看該作者
Exploring Virtual Reality (VR) to?Foster Attention in?Math Practice – Comparing a?VR to?a?Non-VR Gamtial for improving learning motivation, engagement, as well as the overall learning experience. Immersive games may be particularly useful for children struggling with attention when engaging in high-focus cognitive learning tasks such as solving math equations. However, there is a lack of research
57#
發(fā)表于 2025-3-31 10:09:37 | 只看該作者
Students’ Learning Outcomes Influenced by Textbook Selection: A Gamification Method Using Eye-Trackia. In the contemporary era, students are leaning more towards e-learning and online textbooks compared to physical texts. E-textbooks will be here to stay, and this has raised questions about whether they will replace traditional textbooks indefinitely for the near future. In order for e-textbooks t
58#
發(fā)表于 2025-3-31 14:01:50 | 只看該作者
The Gaming World of Educational Robotics. A Review Studyinking skills. This paper reports a narrative review of empirical studies performed in the last twenty years, that investigate the effectiveness of using playful robotics as tools for enhancing cognitive abilities such as metacognition, awareness, and problem-solving, also improving planning and exe
59#
發(fā)表于 2025-3-31 19:21:24 | 只看該作者
Skull Hunt: An Educational Game for?Teaching Biologyodology, which all lead students to learn through memorization, and consequently do not achieve meaningful and enjoyable learning. Given this scenario, our objective was to develop a digital educational game for mobile devices called “Skull Hunt” which aims to be a playful strategy in teaching biolo
 關(guān)于派博傳思  派博傳思旗下網(wǎng)站  友情鏈接
派博傳思介紹 公司地理位置 論文服務流程 影響因子官網(wǎng) 吾愛論文網(wǎng) 大講堂 北京大學 Oxford Uni. Harvard Uni.
發(fā)展歷史沿革 期刊點評 投稿經(jīng)驗總結(jié) SCIENCEGARD IMPACTFACTOR 派博系數(shù) 清華大學 Yale Uni. Stanford Uni.
QQ|Archiver|手機版|小黑屋| 派博傳思國際 ( 京公網(wǎng)安備110108008328) GMT+8, 2025-10-14 06:41
Copyright © 2001-2015 派博傳思   京公網(wǎng)安備110108008328 版權(quán)所有 All rights reserved
快速回復 返回頂部 返回列表
泾阳县| 江陵县| 广东省| 临桂县| 彩票| 泽州县| 息烽县| 潜江市| 棋牌| 城口县| 青阳县| 阿拉善右旗| 太仆寺旗| 岳普湖县| 黄平县| 上高县| 阿克苏市| 亳州市| 麻栗坡县| 临朐县| 阆中市| 香河县| 五莲县| 上林县| 临城县| 嵊州市| 金乡县| 景洪市| 阜新| 屏东县| 抚远县| 上饶市| 华蓥市| 吉木萨尔县| 仪征市| 南昌县| 龙江县| 正蓝旗| 开原市| 富裕县| 四子王旗|