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6th GALA 2017: Lisbon, Portugal
- João Dias, Pedro Alexandre Santos, Remco C. Veltkamp:
Games and Learning Alliance - 6th International Conference, GALA 2017, Lisbon, Portugal, December 5-7, 2017, Proceedings. Lecture Notes in Computer Science 10653, Springer 2017, ISBN 978-3-319-71939-9
Games in Education and Training
- Manuel Ninaus, Kristian Kiili, Robert S. Siegler, Korbinian Moeller:
Data-Driven Design Decisions to Improve Game-Based Learning of Fractions. 3-13 - Esther Kuindersma, Jelke van der Pal, H. Jaap van den Herik, Aske Plaat:
Building a Game to Build Competencies. 14-24 - Laura Freina, Rosa Bottino, Lucia Ferlino, Mauro Tavella:
Training of Spatial Abilities with Digital Games: Impact on Mathematics Performance of Primary School Students. 25-40
Games for Health and Special Children
- Veronica Lizeth Amado Sanchez, Oscar Iván Islas Cruz, Edgar Armando Ahumada Solorza, Iván Alejandro Encinas Monroy, Karina Caro, Luís A. Castro:
BeeSmart: A Gesture-Based Videogame to Support Literacy and Eye-Hand Coordination of Children with Down Syndrome. 43-53 - Hanan Makki Zakari, Matthieu Poyade, David Simmons:
Sinbad and the Magic Cure: A Serious Game for Children with ASD and Auditory Hypersensitivity. 54-63 - Teresa de la Hera Conde-Pumpido:
Identifying Different Persuasive Gaming Approaches for Cancer Patients. 64-72 - Heiko Holz, Katharina Brandelik, Jochen Brandelik, Benedikt Beuttler, Alexandra Kirsch, Jürgen Heller, Detmar Meurers:
Prosodiya - A Mobile Game for German Dyslexic Children. 73-82 - Sergio Valdivia-Trujillo, Robin Blanco, Alvaro Uribe-Quevedo, Lina Peñuela, David Rojas, Bill Kapralos:
A Spinal Column Exergame for Occupational Health Purposes. 83-92
Gamification
- Peter Bußwolder, Andreas Gebhardt:
Investigating Motivation in Gamification - Results from an Experimental Pilot Study. 95-104 - Heinrich Söbke, Laura Weitze:
Students' Choices - A Comparative Study of a Gamified and a Non-gamified Question-Based Learning App in Graduate Education. 105-114 - Alessandra Antonaci, Roland Klemke, Christian M. Stracke, Marcus Specht:
Towards Implementing Gamification in MOOCs. 115-125 - Alessandra Antonaci, Daria Peter, Roland Klemke, Tim Bruysten, Christian M. Stracke, Marcus Specht:
gMOOCs - Flow and Persuasion to Gamify MOOCs. 126-136 - Guillaume Bonvin, Eric Sanchez:
Social Engagement in a Digital Role-Playing Game Dedicated to Classroom Management. 137-147 - Darina Dicheva, Keith Irwin, Christo Dichev:
OneUp Learning: A Course Gamification Platform. 148-158
Augmented and Virtual Reality
- Felix Emmerich, Roland Klemke, Thomas Hummes:
Design Patterns for Augmented Reality Learning Games. 161-172 - Peter Winzer, Ulrike Spierling, Erik Massarczyk, Kathrin Neurohr:
Learning by Imagining History: Staged Representations in Location-Based Augmented Reality. 173-183
Methods and Tools (for Design and Development)
- Steven T. de Rooij, Hylke W. van Dijk:
A Game-Based Development Method of Experiential Learning for Aspiring Professionals. 187-196 - Marco Granato, Davide Gadia, Dario Maggiorini, Laura Anna Ripamonti:
Emotions Detection Through the Analysis of Physiological Information During Video Games Fruition. 197-207 - Pierre-Yves Gicquel, Sébastien George, Pierre Laforcade, Iza Marfisi-Schottman:
Design of a Component-Based Mobile Learning Game Authoring Tool. 208-217 - Alysson Diniz dos Santos, Francesco Strada, Andrea Bottino:
Investigating the Design and Evaluation of Educational Games Under the Perspective of Player Experience. 218-227 - Richard Lackes, Markus Siepermann, Georg Vetter:
The Effect of Uncertainty and Quality Perception on the Usage of Forecasting Tools - A Game Based Analysis. 228-237 - Jannicke Baalsrud Hauge, Ioana Andreea Stefan, Antoniu Stefan, Massimiliano Cazzaniga, Pau Yanez, Tomasz Skupinski, Francois Mohier:
Exploring Context-Aware Activities to Enhance the Learning Experience. 238-247
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