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Teaching and develo** social and emotional skills with technology
Supporting social interactions is a long-term focus for Human Computer Interaction (HCI)
and Computer Supported Cooperative Work (CSCW). However, understanding how social …
and Computer Supported Cooperative Work (CSCW). However, understanding how social …
Empathic robot for group learning: A field study
This work explores a group learning scenario with an autonomous empathic robot. We
address two research questions:(1) Can an autonomous robot designed with empathic …
address two research questions:(1) Can an autonomous robot designed with empathic …
Tango cards: a card-based design tool for informing the design of tangible learning games
For over thirty years researchers have suggested that both tangible user interfaces and
digital games have potential to support learning. Each domain now has a well-developed …
digital games have potential to support learning. Each domain now has a well-developed …
OneUp: Supporting practical and experimental gamification of learning
Gamification of education is still evolving. It lacks systematic studies assessing its effect in
different learning contexts. Creating gamified courses is still difficult, since there is a lack of …
different learning contexts. Creating gamified courses is still difficult, since there is a lack of …
Approaching sustainability learning via digital serious games
Finding proper ways to address learning about sustainability is a relevant issue.
Sustainability learning has to face some inherent complexities, due to two main factors: the …
Sustainability learning has to face some inherent complexities, due to two main factors: the …
[책][B] Weaving fire into form: Aspirations for tangible and embodied interaction
This book investigates multiple facets of the emerging discipline of Tangible, Embodied, and
Embedded Interaction (TEI). This is a story of atoms and bits. We explore the interweaving of …
Embedded Interaction (TEI). This is a story of atoms and bits. We explore the interweaving of …
Emergent dialogue: eliciting values during children's collaboration with a tabletop game for change
Games for Change (G4C) is a movement and community of practice dedicated to using
digital games for social change. However, a common model of persuasion built into most …
digital games for social change. However, a common model of persuasion built into most …
The value of learning talk: applying a novel dialogue scoring method to inform interaction design in an open-ended, embodied museum exhibit
Museum researchers have long acknowledged the importance of dialogue in informal
learning, particularly for open-ended exploratory exhibits. Novel interaction techniques like …
learning, particularly for open-ended exploratory exhibits. Novel interaction techniques like …
Games for change: Looking at models of persuasion through the lens of design
Games for Change are digital games that purport to change people's opinions, attitudes, or
behaviors around specific issues. While thousands of games have been created, there is …
behaviors around specific issues. While thousands of games have been created, there is …
Map** place: Supporting cultural learning through a lukasa-inspired tangible tabletop museum exhibit
JH Chu, P Clifton, D Harley, J Pavao… - Proceedings of the Ninth …, 2015 - dl.acm.org
Museums are exploring new ways of using emerging digital technologies to enhance the
visitor experience. In this context, our research focuses on designing, develo** and …
visitor experience. In this context, our research focuses on designing, develo** and …