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7th GALA 2018: Palermo, Italy
- Manuel Gentile, Mario Allegra, Heinrich Söbke:
Games and Learning Alliance - 7th International Conference, GALA 2018, Palermo, Italy, December 5-7, 2018, Proceedings. Lecture Notes in Computer Science 11385, Springer 2019, ISBN 978-3-030-11547-0
Games for Skills Training
- Manuel Gentile, Giuseppe Città, Salvatore Perna, Alessandro Signa, Francesco Reale, Valentina Dal Grande, Simona Ottaviano, Dario La Guardia, Mario Allegra:
The Effect of Disposition to Critical Thinking on Playing Serious Games. 3-15 - Laura Freina, Rosa Bottino, Lucia Ferlino:
A Learning Path in Support of Computational Thinking in the Last Years of Primary School. 16-27 - Sobah Abbas Petersen, Manuel Fradinho Oliveira, Kristin Hestetun, Anette Østbø Sørensen:
ALF - A Framework for Evaluating Accelerated Learning and Cognitive Skills Development in Industry Through Games. 28-38 - Nouri Khalass, Georgia Zarnomitrou, Kazi Injamamul Haque, Salim Salmi, Simon Maulini, Tanja Linkermann, Nestor Z. Salamon, J. Timothy Balint, Rafael Bidarra:
Musicality: A Game to Improve Musical Perception. 39-48 - Ivo Bril, Nick Degens, Jef Folkerts:
Exploring Design Decisions in Interactive Narrative Games for Behaviour Change: A Case Study. 49-59 - Salvatore Di Dio, Enza Lissandrello, Domenico Schillaci, Brunella Caroleo, Andrea Vesco, Ingwio D'Hespeel:
MUV: A Game to Encourage Sustainable Mobility Habits. 60-70 - Harmen de Weerd, Nick Degens:
Putting the Long-Term into Behavior Change. 71-81 - David Alderliesten, Kotryna Valeckaite, Nestor Z. Salamon, J. Timothy Balint, Rafael Bidarra:
MainTrain: A Serious Game on the Complexities of Rail Maintenance. 82-89 - Katerina Tsarava, Korbinian Moeller, Manuel Ninaus:
Board Games for Training Computational Thinking. 90-100 - Samantha Clarke, Sylvester Arnab, Luca Morini, Lauren Heywood:
Dungeons and Dragons as a Tool for Developing Student Self-reflection Skills. 101-109 - Laura M. van der Lubbe, Charlotte Gerritsen, Daniel Formolo, Marco Otte, Tibor Bosse:
A Serious Game for Training Verbal Resilience to Doorstep Scams. 110-120
Game Design
- Anne van der Linden, Wouter R. van Joolingen, Ralph F. G. Meulenbroeks:
Designing an Intrinsically Integrated Educational Game on Newtonian Mechanics. 123-133 - Donatella Persico, Marcello Passarelli, Francesca Maria Dagnino, Flavio Manganello, Jeffrey Earp, Francesca Pozzi:
Games and Learning: Potential and Limitations from the Players' Point of View. 134-145 - Daniel Atorf, Ehm Kannegieser, Wolfgang Roller:
Balancing Realism and Engagement for a Serious Game in the Domain of Remote Sensing. 146-156 - Kristian Kiili, Antti Koskinen, Antero Lindstedt, Manuel Ninaus:
Extending a Digital Fraction Game Piece by Piece with Physical Manipulatives. 157-166 - Simon Greipl, Manuel Ninaus, Darlene Bauer, Kristian Kiili, Korbinian Moeller:
A Fun-Accuracy Trade-Off in Game-Based Learning. 167-177 - Hossein Jamshidifarsani, Paul Tamayo-Serrano, Samir Garbaya, Theodore Lim, Pierre Blazevic:
Integrating Self-Determination and Self-Efficacy in Game Design. 178-190 - Elizabeth A. Boyle, Jannicke Baalsrud Hauge, Murray Leith, Duncan Sim, Hans G. K. Hummel, Petar Jandric, Athanassios Jimoyiannis:
Linking Learning Outcomes and Game Mechanics in the Early Stages of the RU EU? Project. 191-200 - Nikesh Bajaj, Francesco Bellotti, Riccardo Berta, Jesús Requena-Carrión, Alessandro De Gloria:
Auditory Attention, Implications for Serious Game Design. 201-209 - Julia Rapp, Julia Rose, Susanne Narciss, Felix Kapp:
How to Set the Game Characteristics, Design the Instructional Content and the Didactical Setting for a Serious Game for Health Prevention in the Workplace. 210-220 - Manuel Maarek, Sandy Louchart, Léon McGregor, Ross McMenemy:
Co-created Design of a Serious Game Investigation into Developer-Centred Security. 221-231 - Christina Tsita, Maya Satratzemi:
Conceptual Factors for the Design of Serious Games. 232-241 - Eric Sanchez, Maud Plumettaz-Sieber:
Teaching and Learning with Escape Games from Debriefing to Institutionalization of Knowledge. 242-253
Methods and Tools
- Jan Dirk L. Fijnheer, Herre van Oostendorp, Remco C. Veltkamp:
Enhancing Energy Conservation by a Household Energy Game. 257-266 - Dilanga Abeyrathna, Srikanth Vadla, Vidya Bommanapally, Mahadevan Subramaniam, Parvathi Chundi, Abhishek Parakh:
Analyzing and Predicting Player Performance in a Quantum Cryptography Serious Game. 267-276 - Wim Westera, Baltasar Fernández-Manjón, Rui Prada, Kam Star, Andrea Molinari, Dominic Heutelbeck, Paul A. Hollins, Rubén Riestra, Krassen Stefanov, Eric Kluijfhout:
The RAGE Software Portal: Toward a Serious Game Technologies Marketplace. 277-286 - Cristina Alonso-Fernández, Iván José Pérez-Colado, Manuel Freire, Iván Martínez-Ortiz, Baltasar Fernández-Manjón:
Improving Serious Games Analyzing Learning Analytics Data: Lessons Learned. 287-296 - Telmo Zarraonandia, Paloma Díaz, Andrés Santos, Alvaro Montero, Ignacio Aedo:
A Toolkit for Creating Cross-Reality Serious Games. 297-307 - Iza Marfisi-Schottman, Sébastien George, Marc Leconte:
TurtleTable: Learn the Basics of Computer Algorithms with Tangible Interactions. 308-317 - Daisy Abbott:
Modding Tabletop Games for Education. 318-329 - Nicolò Balzarotti, Gabriel Baud-Bovy:
HPGE: An Haptic Plugin for Game Engines. 330-339
Gamification and Innovative Game Approaches
- Darina Dicheva, Keith Irwin, Christo Dichev:
Gamifying with OneUp: For Learning, Grades or Fun? 343-353 - Michael D. Kickmeier-Rust, Andreas Holzinger:
Teaming up with Artificial Intelligence: The Human in the Loop of Serious Game Pathfinding Algorithms. 354-363 - Iwan Gurjanow, Miguel Oliveira, Joerg Zender, Pedro Alexandre Santos, Matthias Ludwig:
Shallow and Deep Gamification in Mathematics Trails. 364-374 - Heinrich Söbke:
A Case Study of Deep Gamification in Higher Engineering Education. 375-386 - Agnese Augello, Ignazio Infantino, Umberto Maniscalco, Giovanni Pilato, Filippo Vella:
Introducing NarRob, a Robotic Storyteller. 387-396 - Margarida Romero, Dayle David, Benjamin Lille:
CreaCube, a Playful Activity with Modular Robotics. 397-405
Posters
- Antonina Argo, Marco Arrigo, Fabio Bucchieri, Francesco Cappello, Francesco Di Paola, Mariella Farella, Alberto Fucarino, Antonietta Lanzarone, Giosuè Lo Bosco, Dario Saguto, Federico Sannasardo:
Augmented Reality Gamification for Human Anatomy. 409-413 - Maria Meletiou-Mavrotheris, Loucas Fl. Tsouccas, Efi Paparistodemou:
Digital Games as Tools for Enhancing Statistics Instruction in the Early Years: A Teaching Intervention Within a Grade 2 Mathematics Classroom. 414-417 - Ioana Andreea Stefan, Jannicke Baalsrud Hauge, Ancuta Florentina Gheorge, Antoniu Stefan:
Improving Learning Experiences Through Customizable Metagames. 418-421 - Angeliki Antoniou:
Predicting Cognitive Profiles from a Mini Quiz: A Facebook Game for Cultural Heritage. 422-425 - Robert Seater, Joel Kurucar, Andrew Uhmeyer:
Rapid-Play Games for Evaluating Future Technology. 426-430 - Pia Spangenberger, Linda Kruse, Felix Kapp:
Serious Games as Innovative Approach to Address Gender Differences in Career Choice. 431-435 - Giuseppe Chiazzese, Eleni E. Mangina, Antonella Chifari, Gianluca Merlo, Rita Treacy, Crispino Tosto:
The AHA Project: An Evidence-Based Augmented Reality Intervention for the Improvement of Reading and Spelling Skills in Children with ADHD. 436-439 - Pratheep Kumar Paranthaman, Francesco Bellotti, Riccardo Berta, Gautam Dange, Alessandro De Gloria:
User Preferences for a Serious Game to Improve Driving. 440-444 - Lukás Kolek, Vít Sisler, Cyril Brom:
Video Games and Attitude Change - Can We Reliably Measure This? The Challenges of Empirical Study Design. 445-448
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