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Mindfulness in learning safe sex via social media: Perspectives of personality and experiential value., , , и . Comput. Hum. Behav., (2016)Internet cognitive failure relevant to self-efficacy, learning interest, and satisfaction with social media learning., , , , , и . Comput. Hum. Behav., (2016)Comparing animated and static modes in educational gameplay on user interest, performance and gameplay anxiety., , , , и . Comput. Educ., (2015)Crystallized intelligence affects hedonic and epistemic values to continue playing a game with saliency-based design., , , и . Comput. Educ., (2016)Training Spatial Ability through Virtual Reality., , , и . TALE, стр. 1204-1205. IEEE, (2018)From Fingers to Embodiment: A Study on the Relations of the Usability, Dependability of the Embodied Interactive Video Games and the Elders' Flow Experience., , , , и . Edutainment, том 5670 из Lecture Notes in Computer Science, стр. 464-472. Springer, (2009)The effects of television captions on adult learning in the National Open University in Taiwan.. Teleteaching, том A-29 из IFIP Transactions, стр. 441-450. North-Holland, (1993)The relationship between the online social anxiety, perceived information overload and fatigue, and job engagement of civil servant LINE users., , , , и . Gov. Inf. Q., (2020)Non-native Chinese language learners' attitudes towards online vision-based motion games., , , , , и . Br. J. Educ. Technol., 41 (6): 1043-1053 (2010)Assessing the educational values of digital games., , , , и . J. Comput. Assist. Learn., 25 (5): 423-437 (2009)