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Games and Learning Alliance: 10th International Conference, GALA 2021, La Spezia, Italy, December 1–2, 2021, Proceedings (Information Systems and Applications, incl. Internet/Web, and HCI)

معرفی کتاب «Games and Learning Alliance: 10th International Conference, GALA 2021, La Spezia, Italy, December 1–2, 2021, Proceedings (Information Systems and Applications, incl. Internet/Web, and HCI)» نوشتهٔ Francesca de Rosa (editor), Iza Marfisi Schottman (editor), Jannicke Baalsrud Hauge (editor), Francesco Bellotti (editor), Pierpaolo Dondio (editor), Margarida Romero (editor)، منتشرشده توسط نشر Springer International Publishing : Imprint: Springer در سال 2021. این کتاب در فرمت pdf، زبان انگلیسی ارائه شده است.

This book constitutes the refereed proceedings of the 10th International Conference on Games and Learning Alliance, GALA 2021, held in La Spezia, Italy, in December 2021. The 21 full papers and 10 short papers were carefully reviewed and selected from 50 submissions. The papers cover a broad spectrum of topics: Serious Games Applications; Serious Game to Improve Literacy; Technology used for Serious Games; Serious Game Usage; Serious Games Design. Chapters “Cards and Roles: Co-designing Privacy Serious Games with an Online Role-Playing Boardgame" and “An Authoring Tool to Engage Younger Audiences in the Development of Nature Preservation Games: The G4N Toolkit to Game Design ” are available open access under a Creative Commons Attribution 4.0 International License via link.springer.com. Preface Organization Contents Serious Games Applications A Playful Learning Exercise: Kashmir Crisis 1 Introduction 2 Background 3 Design of the Board-Game ``Kashmir Crisis'' 3.1 Motivation and Background 3.2 Game Design and Mechanics 4 A Digital Version of ``Kashmir Crisis'' 5 Evaluation 5.1 Usability 5.2 Learning Effectiveness 6 Conclusions References Micro-games for Quick Learning of Declarative Knowledge: Preliminary Application and Usability Testing 1 Introduction 2 Methodology 2.1 Puzzle Micro-game Design 2.2 Puzzle Evaluation and Testing Protocol 3 OCP Usability Testing Results 4 Discussion and Conclusions References Design and Development of a VR Serious Game for Chemical Laboratory Safety 1 Introduction 2 Theoretical Design Foundation 2.1 Cognitive Instructional Design 2.2 Motivational Game Design 2.3 Virtual Reality Considerations 3 VR LaboSafe Game Design 3.1 Health and Safety Learning Objectives 3.2 Level Design 3.3 Development 4 Evaluation 4.1 Participants and Methodology 4.2 Results and Discussion 5 Conclusion References Exploring Different Game Mechanics for Anti-phishing Learning Games 1 Introduction 2 Review of Existing Games 3 Designing New Game Prototypes 3.1 Learning Content 3.2 Learning Goals 4 Implementation 4.1 Tutorial Structure 4.2 Level Structure and Feedback 4.3 Development 5 Preliminary Evaluation 6 Conclusion and Future Work References Phishing Academy: Evaluation of a Digital Educational Game on URLs and Phishing 1 Introduction 2 Related Work 3 Phishing Academy 4 Evaluation 4.1 Research Design 4.2 Materials 4.3 Procedure 4.4 Participants 5 Results 6 Discussion 7 Conclusion and Outlook References Serious Games to Improve Literacy Can a Serious Game Be Designed to Increase Engagement in a Mandatory Postmodern Novella at Danish Gymnasiums? 1 Introduction 2 Previous Research 3 Methods 3.1 Participants and Ethical Issues 3.2 Procedure 3.3 Data Analysis 4 Design and Implementation 5 Findings 6 Discussion and Conclusion References Der Blonde Eckbert - A Serious Game Interpretation of the Eponymous Romantic Fairy Tale 1 Introduction 2 Related Work 3 Background Story 4 Our Serious Game Approach 4.1 Storytelling 4.2 The Runner Game 4.3 Didactic Elements 4.4 Long-Term Motivation 5 Reusability and Adaptability 6 Future Outlook 7 Conclusion References Using a Multi-step Research Approach to Inform the Development of a Graph Literacy Game 1 Introduction 2 Previous Research on Critical Reading Games 3 Graph Reading Study 3.1 Method 3.2 Results 4 Design of the Chart Trace Game 5 Conclusions References Technology Used for Serious Games The Potential of Functional Near-Infrared Spectroscopy (fNIRS) for Motion-Intensive Game Paradigms 1 Introduction 1.1 FNIRS in Gaming Research 1.2 Quantifying fNIRS Signal Quality 1.3 The Present Study 2 Method 2.1 Sample and Procedure 2.2 FNIRS Recording and Pre-Processing 2.3 FDR and Statistical Analysis 3 Results 4 Discussion References Adapting Autonomous Agents for Automotive Driving Games 1 Introduction 2 Related Work 3 Reinforcement Learning and the Leurent Environments 4 System Adaptation 5 Results 6 Conclusions and Future Work References Sex Differences in User Experience in a VR EEG Neurofeedback Paradigm 1 Introduction 2 Methods 2.1 Subjects 2.2 Questionnaires 2.3 Neurofeedback 2.4 Statistical Analysis 2.5 Results 2.6 Discussion 2.7 Conclusion References Validity of a Content Agnostic Game Based Stealth Assessment 1 Introduction 2 Content Agnostic Game Engineering 3 Dynamic Bayesian Network 4 Method 4.1 Participants 4.2 Background 4.3 Procedure 5 Results 6 Discussion 7 Conclusion References Serious Game Usage A Digital Companion to Assist the Game Master for the Orchestration of a Mixed-Reality Game 1 Introduction 2 Context: Geome,a Mixed-Reality Game Dedicated to Museum School Visits 3 Game-Based Learning: Different Levels of Interactions 4 Research Methods 5 Results 5.1 DigitComp,a Digital Companion to Orchestrate the Game 5.2 DigitComp,a Digital Companion to Track Player Interactions 5.3 Interactions Tracking: Lessons Learned from the Experiments 6 Conclusions and Perspectives References Towards an Immersive Debriefing of Serious Games in Virtual Reality: A Framework Concept 1 Introduction 2 Characteristics of Debriefing 2.1 Types of Debriefing 2.2 Debriefing Timing 3 Debriefing’s Digital Tools 3.1 Debriefing with Traditionnal Tools 3.2 Debriefing with Immersive Tools 3.3 Design Constraints for Immersive Debriefing Environments 4 An Immersive Debriefing Tool in Virtual Reality 4.1 Goals of the Immersive Debriefing Tool 4.2 Proposed Architecture 4.3 Replay Mode and Redo Mode 5 Conclusion and Outlook References Exploring Higher Education Teachers’ Attitudes Towards Gamification 1 Introduction 1.1 Research Questions 2 Methodology 2.1 Participants 3 Data Analysis 4 Findings 5 Discussion 6 Conclusions References Democratizing Game Learning Analytics for Serious Games 1 Introduction 2 A Tailor-Made Scalable Learning Analytics Ecosystem 3 The e-UCM xAPI Tracker 4 DA Standard-Based Scalable Generic Game Learning Analytics Infrastructure 5 Adaptation of the Tracker for Use in the Generic Architecture 6 Conclusions and Future Work References The App Magic House: Assessing Updating in Young Children 1 Introduction 2 The Magic House App 2.1 Detailed Description of the Magic House App 3 The Pilot Study 3.1 Research Questions and Hypothesis 3.2 Participants 3.3 Procedure 3.4 Data Analysis and Results 4 Discussion 5 Conclusions References Serious Games Design Cards and Roles: Co-designing Privacy Serious Games with an Online Role-Playing Boardgame 1 Introduction 1.1 Related Work – Role-Play as Support in Design Activities 1.2 Research Objectives 2 Research Approach 2.1 Artefacts and Features of the Online Role-Playing Boardgame 2.2 Online Co-design Sessions with Educators and Students 3 Results 3.1 Ideating and Balancing 3.2 Applicability 4 Discussion 5 Conclusion References The Role of Metaphor in Serious Games Design: the BubbleMumble Case Study 1 Introduction 2 A Metaphor-Driven Serious Games Design Process 3 Ves4US Project 3.1 BubbleMumble Kart 3.2 BubbleMumble Lab 4 Discussion and Future Works References Transforming Game Premise: An Approach for Developing Cooperative Serious Games 1 Introduction 2 Background and Related Works 2.1 Challenges of Cooperative SGs Design and Development 2.2 Elements of SGs 2.3 Game Premise 3 Research Approach 4 A Guideline: Transform Cooperative Games to Cooperative SGs 5 Application of the Guideline 6 Game Validation 6.1 Measures 6.2 Procedure 6.3 Participants 6.4 Results and Analysis 6.5 Effect of the Game Premise on Memory Retention 6.6 Semi-structure Interview 7 Conclusion and Future Work References Employing Social Interactions of Multiplayer Role-Playing Games in a Serious Game 1 Introduction 2 Related Work 3 Methodology 3.1 Research Design 3.2 Participants 3.3 The Chemistry Game 3.4 Procedure 3.5 Measures and Data Analysis 3.6 Results 4 Discussion 4.1 Social Experience 4.2 Technical Issues 4.3 Game Use 4.4 Limitations and Future Work 5 Conclusions References Posters Serious Game Rapid Online Co-design to Facilitate Change Within Education 1 Introduction 2 Background 3 Serious Game Rapid Online Co-design Method (SGROC) 3.1 Eight Games for Facilitating Change Within Education 4 Discussion 5 Conclusion References The Hero’s Lock Down: Differences in Learning Potential Between Linear and Non-linear Narratives in Serious Games 1 Introduction 2 Method 3 Results 4 Discussion 5 Conclusion References How to Design Personalized Challenges for Mobile Motivational Systems? Ask Your Players! 1 Introduction 2 Related Work 3 Application Context 4 Difficulty Calibration Design 4.1 Calibration Design 5 Evaluation 5.1 Comparison 5.2 Limitations and Future Work 6 Conclusion References Puzzle Battle 2.0: A Revisited Serious Game in VR During Pandemic’s Period 1 Introduction 1.1 Gaming World During COVID-19 Pandemy 1.2 State of Art 2 Puzzle Battle 2.0 2.1 Original Game Design and Critical Issues 2.2 Methodology and Goals 2.3 Gameplay and Game’s Experience 3 Future Works References Towards an Integration of the Multi-role Dimension in the Design of Learning Games: a Review of the Literature 1 Introduction 2 Method 3 Analysis 4 Discussion 5 Conclusion References Serious Games for Crowdsourced Design Innovation and Testing 1 Introduction 2 Data Collection 3 Analysis 4 Conclusions References Development of a Game-Based Approach for Business Process Knowledge 1 Introduction 2 Literature Review and Game Elements Overview 3 Game Design Process 4 Game Idea, Gameplay and Rules 5 Conclusion References Realism of Simulation Models in Serious Gaming 1 Introduction 2 Simulation Model 3 Discussion and Conclusion References Covid-19 Survivor: Design and Evaluation of a Game to Improve Students’ Experience During Social Isolation 1 Introduction 2 Theoretical Background 3 The “Covid-19 Survivor” Game 4 Pilot Evaluation 4.1 Data Analysis Process 5 Preliminary Results and Discussion 6 Concluding Remarks References An Authoring Tool to Engage Younger Audiences in the Development of Nature Preservation Games: The G4N Toolkit to Game Design 1 Introduction 2 Creating Games for Environmental Education 2.1 Authoring Tools to Support the Game Creation Process 3 Use of the Gamers4Nature Toolkit to Game Design 3.1 Background 3.2 Method 3.3 Results: Environmental Awareness Games 3.4 Toolkit’s Contribution in Supporting the Game Development Process 4 Conclusions and Future Work References Correction to: An Authoring Tool to Engage Younger Audiences in the Development of Nature Preservation Games: The G4N Toolkit to Game Design Correction to: Chapter “An Authoring Tool to Engage Younger Audiences in the Development of Nature Preservation Games: The G4N Toolkit to Game Design” in: F. de Rosa et al. (Eds.): Games and Learning Alliance, LNCS 13134, https://doi.org/10.1007/978-3-030-92182-8_31 Author Index
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