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What Do Students Learn About Experimental Research by Designing Interactive Fiction Games?

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Requirements for a virtual environment to support the social participation education of low-literates., , , , , and . Univers. Access Inf. Soc., 16 (3): 681-698 (2017)A Digital Coach That Provides Affective and Social Learning Support to Low-Literate Learners., , , , and . IEEE Trans. Learn. Technol., 11 (1): 67-80 (2018)Computer-Supported Learning of Societal Participation Skills by Low-Literates and Non-Natives.. ECCE, page 34: 1-34: 2. ACM, (2014)Gamification for Low-Literates: Findings on Motivation, User Experience, and Study Design., , , , and . ICCHP (1), volume 8547 of Lecture Notes in Computer Science, page 494-501. Springer, (2014)Advancing Methodology for Social Science Research Using Alternate Reality Games: Proof-of-Concept Through Measuring Individual Differences and Adaptability and their impact on Team Performance., , , , , , , , , and 3 other author(s). CoRR, (2021)Teamwork and adaptation in games (TAG): a survey to gauge teamwork., , , , , , , , and . FDG, page 18:1-18:12. ACM, (2019)What Do Students Learn About Experimental Research by Designing Interactive Fiction Games?, , , , , and . ICLS, International Society of the Learning Sciences, (2020)Ice Paddles, CO2 Invaders, and Exploding Planets: How Young Students Transform Climate Science Into Serious Games., , , , , and . CHI PLAY, page 534-548. ACM, (2020)Inclusive Design and Anthropological Methods to Create Technological Support for Societal Inclusion., , , , and . HCI (4), volume 8513 of Lecture Notes in Computer Science, page 31-42. Springer, (2014)All Good Things Come in Threes: Assessing Student-Designed Games via Triadic Game Design., , , , , and . FDG, page 88:1-88:4. ACM, (2020)