E-Book, Englisch, Band 13476, 268 Seiten, eBook
Joint International Conference, JCSG 2022, Weimar, Germany, September 22–23, 2022, Proceedings
E-Book, Englisch, Band 13476, 268 Seiten, eBook
Reihe: Lecture Notes in Computer Science
ISBN: 978-3-031-15325-9
Verlag: Springer International Publishing
Format: PDF
Kopierschutz: 1 - PDF Watermark
Zielgruppe
Research
Autoren/Hrsg.
Weitere Infos & Material
Learning Psychology.-
Flow and Self-Efficacy in a Serious Game for STEM Education.- Gaming Experience as a Nuisance or Confounding Variable in Serious Games for Research: Creating a Scale Measuring RTS Experience in a Serious Game Exploring the Sunk Cost Effect.- Designing Effective Playful Collaborative Science Learning in VR.-
Design Aspects.-
Academy Camp VR: Serious Game Constructions as Active Learning Experiences for Children.- Providing Applied Games Based on Didactical Structural Templates.- Providing Applied Games Based on Didactical Structural Templates.-
Game Design.-
Design Considerations of Learning Resources: Improving Learning and Engagement of Students with Visual Impairments.- Resilient IN: Design of an Interactive Narrative HRV-Biofeedback Game to Develop Stereotype and Social Identity Threat Resilience.- Designing an Anti-Bullying Serious Game: Insights from Interviews with Teachers.-
Health Games.-
CogWorldTravel: Design of a Game-based Cognitive Screening Instrument.- A Serious Game for a Serious Situation: Encouraging Healthy Behaviors for children with ASD during COVID-19 pandemic.- Game Design for Covertly Combating Covid-19 Vaccination Hesitancy.-
Games Application.-
Communication Skills in Construction Projects and Promoting Them Through Multiplayer Online Games.- Ecosystem Simulator - A Learning Game About Genetic Algorithms.- Catch Me If you Can: An Educational Serious Game to Teach Grammatical English Rules.-
Mixed Reality.-
Software Architecture for Location-based Games Designed for Social Interaction in Public Space.- Paper beats Rock: Elaborating the best machine learning classifier for hand gesture recognition.- Learning with Augmented Reality Headsets? Experiences of a Use Case in Vocational Education.- A Lens to the Past: Using Site-Specific Augmented Reality for Historical Interpretation.