D-CreEA: DSML for Creating Educational Analog Card Games

Author(s):  
Rubens Anderson de S. Silva ◽  
Rossana M. C. Andrade
Keyword(s):  
2019 ◽  
Vol 88 (2) ◽  
pp. 200-220
Author(s):  
Nicole R. Scalise ◽  
Emily N. Daubert ◽  
Geetha B. Ramani

2020 ◽  
pp. 83-195
Author(s):  
Mark Bollman
Keyword(s):  

PLoS ONE ◽  
2021 ◽  
Vol 16 (4) ◽  
pp. e0247855
Author(s):  
David Zendle ◽  
Lukasz Walasek ◽  
Paul Cairns ◽  
Rachel Meyer ◽  
Aaron Drummond

Loot boxes are digital containers of randomised rewards present in some video games which are often purchasable for real world money. Recently, concerns have been raised that loot boxes might approximate traditional gambling activities, and that people with gambling problems have been shown to spend more on loot boxes than peers without gambling problems. Some argue that the regulation of loot boxes as gambling-like mechanics is inappropriate because similar activities which also bear striking similarities to traditional forms of gambling, such as collectable card games, are not subject to such regulations. Players of collectible card games often buy sealed physical packs of cards, and these ‘booster packs’ share many formal similarities with loot boxes. However, not everything which appears similar to gambling requires regulation. Here, in a large sample of collectible card game players (n = 726), we show no statistically significant link between in real-world store spending on physical booster and problem gambling (p = 0.110, η2 = 0.004), and a trivial in magnitude relationship between spending on booster packs in online stores and problem gambling (p = 0.035, η2 = 0.008). Follow-up equivalence tests using the TOST procedure rejected the hypothesis that either of these effects was of practical importance (η2 > 0.04). Thus, although collectable card game booster packs, like loot boxes, share structural similarities with gambling, it appears that they may not be linked to problem gambling in the same way as loot boxes. We discuss potential reasons for these differences. Decisions regarding regulation of activities which share structural features with traditional forms of gambling should be made on the basis of definitional criteria as well as whether people with gambling problems purchase such items at a higher rate than peers with no gambling problems. Our research suggests that there is currently little evidence to support the regulation of collectable card games.


Author(s):  
Ahmad Arifin

<p><em>Reading is a communication process between the reader (al Qāri) and the writer (al Kātib) to understand the reading text and get the messages contained in it through words/written language that has a cognitive relationship (thinking) between spoken language and written language. However, learning al Qirāah taught in schools is very difficult to learn, tedious, and uninteresting. It can even make students feel afraid to read it. This research uses qualitative descriptive research, and the goal is to describe the models of card games in learning mahārah al Qirāah at State High School 5 Banjarmasin. Learning al Qirāah taught in schools is very difficult to learn, tedious and uninteresting, and can even make students feel afraid to read it. However, the results show that card game models are very motivating and increase the enthusiasm and passion of learning for students, make it easier for students to understand the material, and help the boring learning process become fun and exciting. Gaming models using the card in mahārah al Qirāah that can be used are the word card model, sentence card model, question and answer card model, answer complementary card model and pictorial mufradat card model.</em></p><p><em> </em></p><p><strong><em>Keywords</em></strong>: <em>Card Model</em><em>, Learning, Mahārah Al Qirāah</em></p><p> </p>


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