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Improving Learners’ Assessment and Evaluation in Crisis Management Serious Games: an Emotion-based Educational Data Mining Approach
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In: ISSN: 1875-9521 ; Entertainment Computing ; https://hal.archives-ouvertes.fr/hal-03203938 ; Entertainment Computing, Elsevier, 2021, pp.100428. ⟨10.1016/j.entcom.2021.100428⟩ (2021)
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Intelligent gamification for individualized dyslexia remediation and in-home therapy ; Gamification intelligente pour une remédiation à domicile et individualisée de la dyslexie
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In: https://tel.archives-ouvertes.fr/tel-03585122 ; Psychology. Université Paris-Saclay, 2021. English. ⟨NNT : 2021UPASW002⟩ (2021)
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Defining the gaming profile of students of English for Legal Purposes
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In: Sustainable Multilingualism ; https://hal.archives-ouvertes.fr/hal-03251167 ; Sustainable Multilingualism, Institute of Foreign Languages of Vytautas Magnus University; Language Teachers' Association of Lithuania, Jun 2021, Kaunas, Lithuania ; https://sites.google.com/view/sm2021/home (2021)
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Les jeux sérieux, ludification et pédagogie: l'exemple de MP for a Week
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In: https://hal.archives-ouvertes.fr/hal-03251166 ; 2021 (2021)
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La plataforma Bilibili y su función de bullet comments como apoyo a la enseñanza de lenguas: diseño de una propuesta didáctica.
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Design, Development, and Evaluation of Research Tools for Evidence-Based Learning: A Digital Game-Based Spelling Training for German Primary School Children ...
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Design, Development, and Evaluation of Research Tools for Evidence-Based Learning: A Digital Game-Based Spelling Training for German Primary School Children
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Using Serious Games for Learning British Sign Language Combining Video, Enhanced Interactivity, and VR Technology
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Using serious games for learning sign language combining video, enhanced interactivity and VR technology
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Adult Learning Sign Language by combining video, interactivity and play in a 3D game platform
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Towards the Use of Interactive Simulation for Effective e-Learning in University Classroom Environment
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Storyline-Based Videogames in the FL Classroom
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In: Digital Education Review; Number 31 June 2017; 80-92 ; 2013-9144 (2017)
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Not Created Equal: The Effectiveness of Two Types of Educational Computer Games
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In: Dissertations (2016)
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Creating an avatar to become a "spect-actor" of one’s learning of English for specific purposes
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Sobre el enfoque lúdico en los procesos de enseñanza y aprendizaje de segundas lenguas
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In: Revista Nebrija de Linguistica Aplicada a la Enseñanza de Lenguas, Vol 10, Iss 20 (2016) (2016)
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El Mundo de Comida : the relative effectiveness of digital game feedback and classroom feedback in helping students learn Spanish food vocabulary
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Predicting student performance in foreign languages with a serious game
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PotuGame. Un videojuego para conocer la Universidad ; PotuGame: A video game for learning about university
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