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Games and Learning Alliance -

Games and Learning Alliance

13th International Conference, GALA 2024, Berlin, Germany, November 20–22, 2024, Proceedings
Buch | Softcover
XV, 429 Seiten
2024
Springer International Publishing (Verlag)
978-3-031-78268-8 (ISBN)
CHF 194,70 inkl. MwSt
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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.

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.- Comb

Erscheinungsdatum
Reihe/Serie Lecture Notes in Computer Science
Zusatzinfo XV, 429 p. 92 illus., 83 illus. in color.
Verlagsort Cham
Sprache englisch
Maße 155 x 235 mm
Themenwelt Informatik Theorie / Studium Künstliche Intelligenz / Robotik
Schlagworte Application specific development • Game-based Learning • Game Design • Games • game technology • Instructional Design • learning • machine learning • Modeling and Simulation • player experience • Serious Games • Simulations • students • Teachers • Teaching • Training • User Testing • video games
ISBN-10 3-031-78268-2 / 3031782682
ISBN-13 978-3-031-78268-8 / 9783031782688
Zustand Neuware
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