Games and Learning Alliance: 8th International Conference, GALA 2019, Athens, Greece, November 27–29, 2019, Proceedings: Lecture Notes in Computer Science, cartea 11899
Editat de Antonios Liapis, Georgios N. Yannakakis, Manuel Gentile, Manuel Ninausen Limba Engleză Paperback – 2 noi 2019
The 38 regular papers presented together with 19 poster papers were carefully reviewed and selected from 76 submissions. The papers cover the following topics: serious game design and pedagogical foundations; AI and technology for SG; gamification; applications and case studies; and posters.
The chapter "Cyber Chronix, Participatory Research Approach to Develop and Evaluate a Storytelling Game on Personal Data Protection Rights and Privacy Risks" is available open access under a CC BY 4.0 license at link.springer.com.
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Specificații
ISBN-13: 9783030343491
ISBN-10: 3030343499
Pagini: 250
Ilustrații: XVI, 607 p. 187 illus., 157 illus. in color.
Dimensiuni: 155 x 235 mm
Greutate: 0.86 kg
Ediția:1st ed. 2019
Editura: Springer International Publishing
Colecția Springer
Seriile Lecture Notes in Computer Science, Information Systems and Applications, incl. Internet/Web, and HCI
Locul publicării:Cham, Switzerland
ISBN-10: 3030343499
Pagini: 250
Ilustrații: XVI, 607 p. 187 illus., 157 illus. in color.
Dimensiuni: 155 x 235 mm
Greutate: 0.86 kg
Ediția:1st ed. 2019
Editura: Springer International Publishing
Colecția Springer
Seriile Lecture Notes in Computer Science, Information Systems and Applications, incl. Internet/Web, and HCI
Locul publicării:Cham, Switzerland
Cuprins
Serious Game design and pedagogical foundations.- Using ludonarrative dissonance in Grand Theft Auto IV as pedagogical tool for ethical analysis.- A Participatory Approach to Redesigning Games for Educational Purposes.- Requirements Analysis of a Serious Game for Deaf Players.- Debriefing and Knowledge Processing: An Empirical Study about Game-Based learning for Computer Education.- Designing a 2D Platform Game with Mathematics Curriculum.- Planet Dewey: Designing a hybrid game to boost students’ information literacy.- Designing Serious Games for People with Special Needs: Implications from a Survey.- From Skeptics to Advanced Adopters: Investigating Digital Game Adoption Practices, Challenges and Needs of Teachers in Swedish Schools.- Reinforcing the Attitude-Behavior Relationship in Persuasive Game Design - Four Design Recommendations for Persuasive Games for Societal Interventions.- Incorporating Theories of Metacognitive Learning in the Design of a Serious Game on EmotionRegulation.- Teaching educational game design: Expanding the game design mindset with instructional aspects.- AI and Technology for SG.- A Pilot Study on the Feasibility of Dynamic Difficulty Adjustment in Game-Based Learning Using Heart-Rate.- Modelling the Quality of Visual Creations in Iconoscope.- Andromeda: a Personalised Crisis Management Training Toolkit.- Towards an Operational Definition of Procedural Rhetoric.- A Study on enhancing learnability of a serious game by implementing a pedagogical agent.- Scaffolding open text input in a scripted communication skills learning environment.- Loud and Clear: The VR game without visuals.- Infusing Multimodal Tools and Digital Storytelling in Developing Vocabulary and Intercultural Communicative Awareness of Young EFL Learners.- Lessons Learned from the Development of a Mobile Learning Game Authoring Tool.- Bolstering Stealth Assessment in Serious Games.- Cyber Chronix, participatory research approach to develop and evaluate a storytelling game on personal data protection rights and privacy risks.- Some notes on the possibile role of cognitive architectures in serious games.- Gamification.- Towards a Reality-Enhanced Serious Game to Promote Eco-Driving in the Wild.- Gamifire - A scalable, platform-independent Infrastructure for Meaningful Gamification of MOOC.- A data-driven approach to analyze user behavior on a personalized gamification platform.- Tower of Questions (TOQ): A Serious Game for Peer Learning.- Albiziapp: a Web, Collaborative and Gamified Tool Dedicated to Tree mapping and learning.- Applications and case studies.- Lifelong learning with a digital math game: performance and basic experience differences across age.- Learning geothermal energy basics with the serious game HotPipe.- Evaluation of interventions in blended learning using a communication skills serious game.- Effects of Game Based Learning on Academic Performance and Student Interest.- ‘Museum Escape’: a game to increase museum visibility.- HealthyLunch: A serious Game for Educating and Promoting the Intake of the Recommended Number of Daily Servings Among Children.- Serious Business Game on Digitalization.- Understanding Attitude Towards Emergency Training Modes: Regular Drills And Serious Games.- Quantum physics vs. classical physics: introducing the basics with a virtual reality game.- A Serious Game to Inform Young Citizens on Canal Water Maintenance.- Posters.- A Framework for the Development of Serious Games for Assessment.- How to design and measure a serious game aiming at emotional engagement of social anxiety.- On the design of gamification elements in Moodle courses.- A serious game design and evaluation approach to enhance Cultural Heritage Understanding.- A Focused Conversational Model for Game Design and Play-Tests.- Alternative teaching of History Subject in Primary School: The case of the 3D HIT playful activity.- A serious logistical game of paediatric emergency medicine: proposed scoring mechanism and pilot test.- Economic Evaluation of Business Models in Video Gaming Industry from Publisher Perspective.- Cultural Heritage, Serious Games and User Personas based on Gardner's Theory of Multiple Intelligences: “The Stolen Painting” Game.- Effect of whole-body movement on performance and efficiency: A comparison of three controlling methods for a math game.- Reinforcing Stealth Assessment in Serious Games.- Exploring a mixed method approach: Simulation Games and Q methodology.- Creating Serious Games with the Game Design Matrix (GDM).- Digital Games in Non-formal and Informal Learning Practices for Science Learning: a Case Study.- Oppidum - A Serious-AR-Game about Celtic Life and History.- A Quantitative Approach for Developing Serious Games for Aptitude and Trait Assessment.- Designing a Serious Game to Motivate Energy Savings in a Museum: Opportunities & Challenges.- Interactive Spatial Storytelling for Location-Based Games: A Case Study.- Investigating theEffect of Personality Traits on Performance under Frustration.