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Games and Learning Alliance : 8th International Conference, GALA 2019, Athens, Greece, November 27-29, 2019, Proceedings / edited by Antonios Liapis, Georgios N. Yannakakis, Manuel Gentile, Manuel Ninaus.

SpringerLink Books Computer Science (2011-2024) Available online

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Format:
Book
Contributor:
Liapis, Antonios, Editor.
Yannakakis, Georgios N., Editor.
Gentile, Manuel, Editor.
Ninaus, Manuel., Editor.
SpringerLink (Online service)
Series:
Computer Science (SpringerNature-11645)
LNCS sublibrary. Information systems and applications, incl. Internet/Web, and HCI ; SL 3, 11899
Information Systems and Applications, incl. Internet/Web, and HCI ; 11899
Language:
English
Subjects (All):
Microcomputers.
User interfaces (Computer systems).
Human-computer interaction.
Computer vision.
Education-Data processing.
Social sciences-Data processing.
Computer networks.
Personal Computing.
User Interfaces and Human Computer Interaction.
Computer Vision.
Computers and Education.
Computer Application in Social and Behavioral Sciences.
Computer Communication Networks.
Local Subjects:
Personal Computing.
User Interfaces and Human Computer Interaction.
Computer Vision.
Computers and Education.
Computer Application in Social and Behavioral Sciences.
Computer Communication Networks.
Physical Description:
1 online resource (XVI, 607 pages) : 187 illustrations, 157 illustrations in color.
Edition:
1st ed. 2019.
Contained In:
Springer Nature eBook
Place of Publication:
Cham : Springer International Publishing : Imprint: Springer, 2019.
System Details:
text file PDF
Summary:
This book constitutes the refereed proceedings of the 8th International Conference on Games and Learning Alliance, GALA 2019, held in Athens, Greece, in November 2019. The 38 regular papers presented together with 19 poster papers were carefully reviewed and selected from 76 submissions. The papers cover the following topics: serious game design and pedagogical foundations; AI and technology for SG; gamification; applications and case studies; and posters. The chapter "Cyber Chronix, Participatory Research Approach to Develop and Evaluate a Storytelling Game on Personal Data Protection Rights and Privacy Risks" is available open access under a CC BY 4.0 license at link.springer.com.
Contents:
Serious Game design and pedagogical foundations
Using ludonarrative dissonance in Grand Theft Auto IV as pedagogical tool for ethical analysis
A Participatory Approach to Redesigning Games for Educational Purposes
Requirements Analysis of a Serious Game for Deaf Players
Debriefing and Knowledge Processing: An Empirical Study about Game-Based learning for Computer Education
Designing a 2D Platform Game with Mathematics Curriculum
Planet Dewey: Designing a hybrid game to boost students' information literacy
Designing Serious Games for People with Special Needs: Implications from a Survey
From Skeptics to Advanced Adopters: Investigating Digital Game Adoption Practices, Challenges and Needs of Teachers in Swedish Schools
Reinforcing the Attitude-Behavior Relationship in Persuasive Game Design - Four Design Recommendations for Persuasive Games for Societal Interventions
Incorporating Theories of Metacognitive Learning in the Design of a Serious Game on Emotion Regulation
Teaching educational game design: Expanding the game design mindset with instructional aspects
AI and Technology for SG
A Pilot Study on the Feasibility of Dynamic Difficulty Adjustment in Game-Based Learning Using Heart-Rate
Modelling the Quality of Visual Creations in Iconoscope
Andromeda: a Personalised Crisis Management Training Toolkit
Towards an Operational Definition of Procedural Rhetoric
A Study on enhancing learnability of a serious game by implementing a pedagogical agent
Scaffolding open text input in a scripted communication skills learning environment
Loud and Clear: The VR game without visuals
Infusing Multimodal Tools and Digital Storytelling in Developing Vocabulary and Intercultural Communicative Awareness of Young EFL Learners
Lessons Learned from the Development of a Mobile Learning Game Authoring Tool
Bolstering Stealth Assessment in Serious Games
Cyber Chronix, participatory research approach to develop and evaluate a storytelling game on personal data protection rights and privacy risks
Some notes on the possibile role of cognitive architectures in serious games
Gamification
Towards a Reality-Enhanced Serious Game to Promote Eco-Driving in the Wild
Gamifire - A scalable, platform-independent Infrastructure for Meaningful Gamification of MOOC
A data-driven approach to analyze user behavior on a personalized gamification platform
Tower of Questions (TOQ): A Serious Game for Peer Learning
Albiziapp: a Web, Collaborative and Gamified Tool Dedicated to Tree mapping and learning
Applications and case studies
Lifelong learning with a digital math game: performance and basic experience differences across age
Learning geothermal energy basics with the serious game HotPipe
Evaluation of interventions in blended learning using a communication skills serious game
Effects of Game Based Learning on Academic Performance and Student Interest
'Museum Escape': a game to increase museum visibility
HealthyLunch: A serious Game for Educating and Promoting the Intake of the Recommended Number of Daily Servings Among Children
Serious Business Game on Digitalization
Understanding Attitude Towards Emergency Training Modes: Regular Drills And Serious Games
Quantum physics vs. classical physics: introducing the basics with a virtual reality game
A Serious Game to Inform Young Citizens on Canal Water Maintenance
Posters
A Framework for the Development of Serious Games for Assessment
How to design and measure a serious game aiming at emotional engagement of social anxiety
On the design of gamification elements in Moodle courses
A serious game design and evaluation approach to enhance Cultural Heritage Understanding
A Focused Conversational Model for Game Design and Play-Tests
Alternative teaching of History Subject in Primary School: The case of the 3D HIT playful activity
A serious logistical game of paediatric emergency medicine: proposed scoring mechanism and pilot test
Economic Evaluation of Business Models in Video Gaming Industry from Publisher Perspective
Cultural Heritage, Serious Games and User Personas based on Gardner's Theory of Multiple Intelligences: "The Stolen Painting" Game
Effect of whole-body movement on performance and efficiency: A comparison of three controlling methods for a math game
Reinforcing Stealth Assessment in Serious Games
Exploring a mixed method approach: Simulation Games and Q methodology
Creating Serious Games with the Game Design Matrix (GDM)
Digital Games in Non-formal and Informal Learning Practices for Science Learning: a Case Study
Oppidum - A Serious-AR-Game about Celtic Life and History
A Quantitative Approach for Developing Serious Games for Aptitude and Trait Assessment
Designing a Serious Game to Motivate Energy Savings in a Museum: Opportunities and Challenges
Interactive Spatial Storytelling for Location-Based Games: A Case Study
Investigating the Effect of Personality Traits on Performance under Frustration.
Other Format:
Printed edition:
ISBN:
978-3-030-34350-7
9783030343507
Access Restriction:
Restricted for use by site license.

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