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Games and Learning Alliance [electronic resource] : 11th International Conference, GALA 2022, Tampere, Finland, November 30 – December 2, 2022, Proceedings /

Contributor(s): Material type: TextTextSeries: Lecture Notes in Computer Science ; 13647Publisher: Cham : Springer International Publishing : Imprint: Springer, 2022Edition: 1st ed. 2022Description: XIV, 348 p. 80 illus., 70 illus. in color. online resourceContent type:
  • text
Media type:
  • computer
Carrier type:
  • online resource
ISBN:
  • 9783031221248
Subject(s): Additional physical formats: Printed edition:: No title; Printed edition:: No titleDDC classification:
  • 004.16 23
LOC classification:
  • QA75.5-76.95
Online resources:
Contents:
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.
In: Springer Nature eBookSummary: 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.
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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.

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.

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