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For example, in the online game RuneScape, no player can exceed level 120, which requires 104,273,167 experience points to gain, nor can any single skill gain more than 200 million experience points. Some games have a dynamic level cap, where the level cap changes over time depending upon the level of the average player.
There are five levels in the affective domain, moving through the lowest-order processes to the highest: Receiving: The lowest level; the student passively pays attention. Without this level, no learning can occur. Receiving is about the student's memory and recognition as well. Responding: The student actively participates in the learning process.
Part-list cueing effect: That being shown some items from a list and later retrieving one item causes it to become harder to retrieve the other items. [166] Peak–end rule: That people seem to perceive not the sum of an experience but the average of how it was at its peak (e.g., pleasant or unpleasant) and how it ended. Persistence
Dynamic game difficulty balancing (DGDB), also known as dynamic difficulty adjustment (DDA), adaptive difficulty or dynamic game balancing (DGB), is the process of automatically changing parameters, scenarios, and behaviors in a video game in real-time, based on the player's ability, in order to avoid making the player bored (if the game is too easy) or frustrated (if it is too hard).
An entry level position is posted on a popular job board and provides a laundry list of required qualifications that seem out of touch with the reality of what you can expect from someone seeking ...
For example, a character class may require certain minimum attribute scores, or a spell may require a minimal level of magical talent. Learning some esoteric skill often requires knowledge of another one at an "expert" level or possession of a certain advantage: In GURPS Martial Arts , for example, "cinematic" or "mystical" martial arts ...
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A great variety of types of experiences is discussed in the academic literature. Perceptual experiences, for example, represent the external world through stimuli registered and transmitted by the senses. The experience of episodic memory, on the other hand, involves reliving a past event one experienced before. In imaginative experience ...
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