Games and Learning Alliance -

Games and Learning Alliance

11th International Conference, GALA 2022, Tampere, Finland, November 30 – December 2, 2022, Proceedings
Buch | Softcover
XIV, 348 Seiten
2022 | 1st ed. 2022
Springer International Publishing (Verlag)
978-3-031-22123-1 (ISBN)
69,54 inkl. MwSt
This book constitutes the refereed proceedings of the 11th International Conference on Games and Learning Alliance, GALA 2022, held in Tampere, Finland, in November/December 2022.
The 27 full papers and 9 short papers were carefully reviewed and selected from 61 submissions. The papers cover a broad spectrum of topics: Serious Games and Game Design; Serious Games for Instruction; Serious Game for Digital Literacy and Numeracy; Novel Approaches and Application Domains; Taxonomies and Evaluation Frameworks.

Turtle Heroes: Designing a Serious Game for a VR interactive Tunnel.- Comparison with Self vs Comparison with Others: The Influence of Learning Analytics Dashboard Design on Learner Dashboard Use.- Game Design for a Museum Visit: Insights into The Co-Design of AL-2049, A Game About Food Systems.- Supporting Knowledge Sharing for The Co-Design of Digital Learning Games.- A Serious Game for Using Socio-Economic and Trust Based Decision-Making Scenarios for Elicitation of Emotional Responses.- FLIGBY: The Serious Game Harnessing Flow Experience for Leadership.- 10 Commandments of The Serious Game Padawan: Lessons Learned After 4 Years of Professional Training.- Microcosmos 3.0 Perception of Teachers in Outdoor Hybrid Playing Based on Mobile Learning for Natural Sciences.- An Autoethnographic Perspective on Teaching Soft Skills Using Multiplayer Online Games.- Evaluating the Expectations and Motivational Drivers in An Undergraduate Geology Classroom Using the Magma Pop Serious Game.- A Serious Game to Improve Phishing Awareness.- More Than Meets the Eye - An Anti-Phishing Learning Game with a Focus on Phishing Emails.- Promoting Adaptive Number Knowledge Through Deliberate Practice in The Number Navigation Game.- Effects of a Game-Based Fraction Estimation Task on Math Anxiety.- Motivation and Emotions in a Health Literacy Game: Insights from Co-Occurrence Network Analysis.- Swarming as a Bird/Fish: Investigating the Effect of First-Person Perspective Simulation on Players' Connectedness with Nature.- Design Of a Novel Serious Game for The Detection and Measurement of Obsessive-Compulsive Disorder.- The Role of Games in Overcoming the Barriers to Paediatric Speech Therapy Training.- Ludic Didactics for an Inspired, Motivating and Playful Education.- Out of the Maze: Investigating the Effects of Fluid Intelligence and Numeracy on Planning Skills Using Video Games.- A Virtual Ship Evacuation Serious Game: Assessment of Data and Passenger Training.- High-level Decision-Making Non-Player Vehicles.- Influence of a Mixed Reality Game on Students' Personal Epistemology. An Empirical Study.- Experts' Evaluation of a Proposed Taxonomy for Immersive Learning Systems.- A Design Space of Educational Authoring Tools for Augmented Reality.- The Effectiveness of Adaptive Digital Games for Learning: Calling for a Broader View on Assessment.- Gamification in Work Teams: A Q study on How Team Members Experience Gamification.

Erscheinungsdatum
Reihe/Serie Lecture Notes in Computer Science
Zusatzinfo XIV, 348 p. 80 illus., 70 illus. in color.
Verlagsort Cham
Sprache englisch
Maße 155 x 235 mm
Gewicht 557 g
Themenwelt Informatik Weitere Themen Hardware
Schlagworte Applications • Artificial Intelligence • Computer Games • Computer Science • Computer systems • computer vision • conference proceedings • Education • E-Learning • Game-based Learning • Game Design • Gameplay • Game Theory • Human-Computer Interaction (HCI) • Informatics • information systems • interactive computer graphics • Internet • learning • Learning Environments • Research • Software engineering • User Interfaces • videogames
ISBN-10 3-031-22123-0 / 3031221230
ISBN-13 978-3-031-22123-1 / 9783031221231
Zustand Neuware
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