of cognitive, psychological and mental health; and (c) multi-modal domain, including aspects related to the assessment, training and improvement of physical and cognitive functions from a combined approach. A qualitative approach was also applied by means of narrative analysis for the variables «...
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et al. Effectiveness of serious games for language processing amongst elderly population with cognitive impairment: a systematic review and meta-analysis. Stud. Health Technol. Inf. 295, 108–111 (2022). Google Scholar Allied Market Research. Serious Games Market: Opportunity and Forecast, 2021–...
We also use optional cookies for advertising, personalisation of content, usage analysis, and social media. By accepting optional cookies, you consent to the processing of your personal data - including transfers to third parties. Some third parties are outside of the European Economic Area, with...
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The class of child learning contents comprises 14 principles: considering all developmental aspects of children (e.g., physical, motor, social, cognitive, and emotional domains), illustrating abstract concepts, using simple words and commands, mirroring the language of target children, providing custom...
Offering new learning contents through a game not only induces higher motivation, employing serious games can also yield higher learning success than presenting material in a classical, non-computer based, way. Only few people having the proper didactical background to tailor the learning objectives ...
The Art of Failure: An Analysis of Unsuccessful Suitors in Jane Austen's Novels From the Washington University Senior Honors Thesis Abstracts (WUSHTA), Volume 3, Spring 2011. Published by the Office of Undergraduate Research. Henry Biggs, Director, Office of Undergraduate Research / Associate Dean...
With respect to students in a situation of socio-educational disadvantage due to socioeconomic and cultural conditions, some research has been carried out that has evaluated the effects of serious games on the academic performance of these students specifically. In an acceptance analysis carried out ...
Statistical analysis for the longitudinal experiment was guided by our primary hypothesis that the EmergenCSim™ group would achieve a greater increase in mean MCQ scores from Time 1 to 2, and from Time 2 to 3, than the Non-content Specific Game group. analysis involved a series of repeated...