Results 201 to 210 of about 29,029 (259)
Textile emitter for AI-enhanced human-machine interaction. [PDF]
Sun Y +11 more
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Towards a Closed-Loop Bioengineering Framework for Immersive VR-Based Telerehabilitation Integrating Wearable Biosensing and Adaptive Feedback. [PDF]
Roccaforte G +10 more
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Teaching surgical instruments with a touch of play: A comparative study of Kahoot and Crossword puzzles as fun formative assessments for operating room nursing students. [PDF]
Totonchilar S +3 more
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Computers in the Schools, 2014
This special issue of Computers in the Schools focuses on digital game-based learning. Gaming has grown in popularity and become a defining characteristic of young learners.
William A. Sadera +3 more
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This special issue of Computers in the Schools focuses on digital game-based learning. Gaming has grown in popularity and become a defining characteristic of young learners.
William A. Sadera +3 more
openaire +1 more source
Digital game-based learning in a robotics course
2020 11th International Conference on Information, Intelligence, Systems and Applications (IISA, 2020This paper deals with two experiments regarding games developed in Scratch in the course of robotics at the Universidade Tecnologica Federal do Parana campus Cornelio Procopio (UTFPR-CP) to assist in the learning of an autonomous vehicle using a similar classic game of war tanks, existing since the 80s for the Atari 2600.
Márcio Mendonça +6 more
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Parental acceptance of digital game-based learning
Computers & Education, 2011In research about digital game-based learning, the likely negative perceptions of parents are often enlisted as a barrier toward the adoption of games in classroom settings. Teachers, students and policy makers appear to be influenced by what parents think about games in the classroom.
Jeroen Bourgonjon +4 more
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Computers in Entertainment, 2003
Research published by University of Rochester neuroscientists C. Shawn Green and Daphne Bavelier has grabbed national attention for suggesting that playing "action" video and computer games has the positive effect of enhancing student's visual selective attention.
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Research published by University of Rochester neuroscientists C. Shawn Green and Daphne Bavelier has grabbed national attention for suggesting that playing "action" video and computer games has the positive effect of enhancing student's visual selective attention.
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Randomness impact in digital game-based learning
2015 IEEE Global Engineering Education Conference (EDUCON), 2015This research reports the findings of experiments conducted in Kuwait to explore how randomness in educational engineering video games can assist autistic children in experiencing randomness and developing their cognitive behaviors. The experiments are based on an engineering educational application that was implemented based on random numbers and by ...
Mariam Al-Hammadi, Abdelrahman Abdelazim
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Intelligent adaptation of digital game-based learning
Proceedings of the 2008 Conference on Future Play: Research, Play, Share, 2008Games for learning cannot take the same design approach as games when targeting audiences. While players of entertainment games have the luxury of choosing games that suit them, students using digital games for learning typically have a single game for them to learn from, regardless of whether or not it fits their playing style or learning needs.
Brian Magerko +3 more
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