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Vol. 9 No. 2 (2022)
Vol. 9 No. 2 (2022)
Published:
2022-05-31
Editorial
Editorial. Vol. 9, Issue 2
Alessandro De Gloria
1 - 2
PDF
Articles
Effect of Game-based Learning using Live Streaming on Learners' Interest, Immersion, Satisfaction, and Instructors' Perception
Woo-Hyun Lee, Han-Moi Shim, Hyung-Gi Kim
3 - 26
PDF
Empirical Study of Adaptive Serious Games in Enhancing Learning Outcome
Devottam Gaurav, Yash Kaushik, Santhoshi Supraja, Manav Yadav, M P Gupta, Manmohan Chaturvedi
27 - 42
PDF
TAECon, a web-based platform to promote STEM
Imma Boada, Antonio Rodríguez, Berta Llenas, Pau Xiberta
43 - 61
PDF
Virtual Reality versus Desktop Experience in a Dangerous Goods Simulator
Miguel Chover, José M. Sotoca, Carlos Marín-Lora
63 - 77
PDF
Design Principles for Integrating Gamification into Distance Learning Programs in Higher Education: A Mixed Method Study
Murat Sümer, Cengiz Hakan Aydın
79 - 91
PDF
Games to support disruptive technology adoption: the MUST Game use case
Francesca de Rosa, Christopher Strode
93 - 114
PDF
Serious Games in Spatial Planning: Strengths, Limitations and Support Frameworks
Micael Sousa, António Pais Antunes, Nuno Pinto, Nelson Zagalo
115 - 133
PDF
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