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    1. Data och IT
    2. Systemvetenskap och AI
    3. Artificiell intelligens

    Games and Learning Alliance

    13th International Conference, GALA 2024, Berlin, Germany, November 20–22, 2024, Proceedings

    AvAvo Schönbohm,Francesco Bellotti

    Häftad, Engelska, 2024

    Del 15348 i serien Lecture Notes in Computer Science

    1 368 kr

    Beställningsvara. Skickas inom 10-15 vardagar. Fri frakt över 249 kr.

    Beskrivning

    This volume LNCS constitutes the refereed proceedings of the 13th International Conference on Games and Learning Alliance, GALA 2024, held in Berlin, Germany during November 20-22, 2024.  The 30 full papers and 15 short papers were carefully reviewed and selected from 103 submissions. They focus on Designing for Engagement;​​​​​​, Sustainability and Environmental Literacy in Serious Games; Detecting Deception and Developing Leadership; Futures Literacy; Serious Games for Health and Immersive Learning.

    Produktinformation

    • Utgivningsdatum:2024-12-21
    • Mått:155 x 235 x 25 mm
    • Vikt:674 g
    • Format:Häftad
    • Språk:Engelska
    • Serie:Lecture Notes in Computer Science
    • Antal sidor:429
    • Förlag:Springer International Publishing AG
    • ISBN:9783031782688

    Utforska kategorier

    • Artificiell intelligens inom Data och IT
    • Material och digital teknik i undervisningen inom Psykologi och pedagogik

    Innehållsförteckning

    • Advances in Game Based Learning: AI, Adaptive Expertise, and Language Acquisition.- A Growing Community of Practice on Games and Learning A Literature Review with Bibliometric and Thematic Analyses.- Gameplay performance as a predictor of Adaptive Expertise in primary school students.- Cipher in Classrooms Evaluating Digital Game Based Language Learning for Irish Vocabulary Acquisition.- Involving teachers in gamified learning activities using generative artificial intelligence tools.- Exploring the Potential of Game Based Learning in AI Ethics Education.- Design and Pilot Evaluation of an RPG Game for Self-Assessment of Informatics and Economics Knowledge in Secondary Education.- Using LLMs to Adapt Serious Games with Educators in the Loop.- Designing for Engagement: Cognitive and Emotional Responses in Serious Games.- Establishing a new computational method to predict effects of gaming A feasibility study on growth mindset.- Is There Cognitive Engagement When They Comment 'Haha' A Dynamic Analysis of Cognitive and Emotional Engagement in Game Video Comments.- The role of feedback type and task performance on concurrent emotions and interest during game based learning.- On the Design of Gamified Learning Analytics for Immersive Virtual Reality Games.- Adding Chance to a Serious Game’s Mechanics to Encourage Action in Uncertain Situations.- Evaluating Phillips’ Game Rewards Taxonomy implications for the Gamification Design.- Sustainability and Environmental Literacy in Serious Games.- Design and Evaluation of a Serious Game on Household Sustainability.- Graveler Global Awareness Education through Virtual Voyages.- Wicked Problems as a Frame to Teach Environmental Literacy in a Digitally Mediated Seminar Game.- Detecting Experts Using a MiniRocket Gaze Direction Time Series Classification of Real Life Experts Playing The Sustainable Port.- Detecting Deception and Developing Leadership: Games Tackling Real World Challenges.- "Deception Detected!" A Serious Game on Detecting Dark Patterns.- HeartGuard VR Immersive Romance Scam Education.- Virtual battlefields the rise of video games “inspired” by war in Ukraine.- Use of Game Design and Game Elements in Serious Project Management Games.- Asking the Experts A Delphi Method Investigation into Serious Games for Leadership Development.- Development of a Simulation to aid Navigation in First year CS Students.- Futures Literacy: Games for Civic Participation and Futures Thinking.- Making games to make futures Playfully co designing games for civic learning and thinking about futures.- Envisioning Futures Through Play Embodiment Techniques For Futures Thinking In Business Contexts.- Learning Participatory Budgeting via Collaborative World-Building A Case Study of Empaville.- Horizon Makers A Serious Game for Activating Futures Literacy Skills.- Serious Games for Health and Immersive Learning: E Health and Pharmacology.- Games as a non pharmacology therapy for chronic pain a mixed method pilot study in older people.- Serious Games as Emerging E Health Interventions Design of an Exergame for the SMILER Project.- Escape from PharmaZ a Game to Boost Pharmacophore Learning through Immersive Augmented Reality.- Short Papers.- Online Learning Platform and Gamification Features Preferences Gender Based Analysis among Estonian Students.- Motion Design for Emotion Design.- Comparing Interaction Modalities in VR Serious Games A Study on Learning Effects.- Gamification and Artificial Intelligence in the Educational Context Analysis of Scientific Literature.- uFood Concept for a Serious Moral Game on Social Media Marketing.- Historical Tabletop Role Playing Games Integrating Historical and Cultural Content to create your Character.- Modelling and verification of asymmetric role playing scenarios for learning with Petri nets.- Combining 360° Spaces and Social VR.- Puzzle Playground Teaching VR interactions through a puzzle game.- Experiencing Forced Migration A Participatory Approach to Developing a Serious Video Game.- Learning through designing A visual inquiry tool for digital educational escape games.- Evaluation of Escapade An Engaging, Collaborative Multi Role Learning Game on History.- Promoting Cognitive and Psychosocial Rehabilitation With a Co Designed Multiplayer Serious Game.- Playful adult learning LEGO as a playful and pedagogical approach.- AI wareness Fostering teachers’ awareness of Artificial Intelligence through a Board Game.