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  1. Games and Learning Alliance
    7th International Conference, GALA 2018, Palermo, Italy, December 5–7, 2018, Proceedings
    Contributor: Gentile, Manuel (HerausgeberIn); Allegra, Mario (HerausgeberIn); Söbke, Heinrich (HerausgeberIn)
    Published: 2019
    Publisher:  Springer International Publishing, Cham

    This book constitutes the refereed proceedings of the 7th International Conference on Games and Learning Alliance, GALA 2018, held in Palermo, Italy, in December 2018. The 38 revised regular papers presented together with 9 poster papers were... more

    Universität Potsdam, Universitätsbibliothek
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    This book constitutes the refereed proceedings of the 7th International Conference on Games and Learning Alliance, GALA 2018, held in Palermo, Italy, in December 2018. The 38 revised regular papers presented together with 9 poster papers were carefully reviewed and selected from 68 submissions. The papers cover the following topics: games for skills training; game design; methods and tools; gamification and innovative game approaches Games for skills training -- Game design -- Methods and tools -- Gamification and innovative game approaches

     

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    Volltext (lizenzpflichtig)
    Source: Union catalogues
    Contributor: Gentile, Manuel (HerausgeberIn); Allegra, Mario (HerausgeberIn); Söbke, Heinrich (HerausgeberIn)
    Language: English
    Media type: Ebook
    Format: Online
    ISBN: 9783030115487
    Other identifier:
    Series: Information Systems and Applications, incl. Internet/Web, and HCI ; 11385
    Springer eBook Collection
    Array
    Subjects: Computer science; Education; Computer vision; Social sciences; Computer Communication Networks; Personal Computing; Computer science; Education; Computer vision; Social sciences; Computer Communication Networks; Personal computers.; Education—Data processing.; Optical data processing.; User interfaces (Computer systems).; Application software.; Computer communication systems.
    Scope: Online-Ressource (XV, 451 p. 121 illus., 102 illus. in color, online resource)
  2. Games and Learning Alliance
    7th International Conference, GALA 2018, Palermo, Italy, December 5-7, 2018 : proceedings
    Contributor: Gentile, Manuel (HerausgeberIn); Allegra, Mario (HerausgeberIn); Söbke, Heinrich (HerausgeberIn)
    Published: [2019]
    Publisher:  Springer, Cham

    Technische Informationsbibliothek (TIB) / Leibniz-Informationszentrum Technik und Naturwissenschaften und Universitätsbibliothek
    RN 2835(11385)
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    Paed 3vc Gam
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    Universität des Saarlandes, Campusbibliothek für Informatik und Mathematik, Fachrichtung 6.2 Informatik
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    Mag Ha 2100
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    cover (Cover)
    Source: Union catalogues
    Contributor: Gentile, Manuel (HerausgeberIn); Allegra, Mario (HerausgeberIn); Söbke, Heinrich (HerausgeberIn)
    Language: English
    Media type: Conference proceedings
    Format: Print
    ISBN: 9783030115470
    Other identifier:
    9783030115470
    Corporations / Congresses: GALA, 7. (2018, Palermo)
    Series: Array ; 11385
    Subjects: Computerspiel; Bildung; Lernen; Gamification;
    Scope: XV, 451 Seiten, Illustrationen, Diagramme
  3. Games and Learning Alliance
    7th International Conference, GALA 2018, Palermo, Italy, December 5–7, 2018, Proceedings
    Contributor: Gentile, Manuel (HerausgeberIn); Allegra, Mario (HerausgeberIn); Söbke, Heinrich (HerausgeberIn)
    Published: 2019
    Publisher:  Springer International Publishing, Cham

    This book constitutes the refereed proceedings of the 7th International Conference on Games and Learning Alliance, GALA 2018, held in Palermo, Italy, in December 2018. The 38 revised regular papers presented together with 9 poster papers were... more

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    This book constitutes the refereed proceedings of the 7th International Conference on Games and Learning Alliance, GALA 2018, held in Palermo, Italy, in December 2018. The 38 revised regular papers presented together with 9 poster papers were carefully reviewed and selected from 68 submissions. The papers cover the following topics: games for skills training; game design; methods and tools; gamification and innovative game approaches Games for skills training -- Game design -- Methods and tools -- Gamification and innovative game approaches

     

    Export to reference management software   RIS file
      BibTeX file
    Content information
    Volltext (lizenzpflichtig)
    Source: Union catalogues
    Contributor: Gentile, Manuel (HerausgeberIn); Allegra, Mario (HerausgeberIn); Söbke, Heinrich (HerausgeberIn)
    Language: English
    Media type: Ebook
    Format: Online
    ISBN: 9783030115487
    Other identifier:
    Series: Information Systems and Applications, incl. Internet/Web, and HCI ; 11385
    Springer eBook Collection
    Array
    Subjects: Computer science; Education; Computer vision; Social sciences; Computer Communication Networks; Personal Computing; Computer science; Education; Computer vision; Social sciences; Computer Communication Networks; Personal computers.; Education—Data processing.; Optical data processing.; User interfaces (Computer systems).; Application software.; Computer communication systems.
    Scope: Online-Ressource (XV, 451 p. 121 illus., 102 illus. in color, online resource)
  4. Games and learning alliance
    8th international conference, GALA 2019, Athens, Greece, November 27-29, 2019 : proceedings
    Contributor: Liapis, Antonios (HerausgeberIn); Yannakakis, Georgios N. (HerausgeberIn); Gentile, Manuel (HerausgeberIn); Ninaus, Manuel (HerausgeberIn)
    Published: [2019]
    Publisher:  Springer, Cham, Switzerland

    Technische Informationsbibliothek (TIB) / Leibniz-Informationszentrum Technik und Naturwissenschaften und Universitätsbibliothek
    RN 2835(11899)
    No loan of volumes, only paper copies will be sent
    Universität des Saarlandes, Campusbibliothek für Informatik und Mathematik, Fachrichtung 6.2 Informatik
    No loan of volumes, only paper copies will be sent
    Schloss Dagstuhl - Leibniz-Zentrum für Informatik, Bibliothek
    No inter-library loan
    Export to reference management software   RIS file
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    Source: Union catalogues
    Contributor: Liapis, Antonios (HerausgeberIn); Yannakakis, Georgios N. (HerausgeberIn); Gentile, Manuel (HerausgeberIn); Ninaus, Manuel (HerausgeberIn)
    Language: English
    Media type: Conference proceedings
    Format: Print
    ISBN: 9783030343491; 3030343499
    Corporations / Congresses: GALA, 8. (2019, Athen)
    Series: Lecture notes in computer science ; 11899
    LNCS Sublibrary: SL3 - Information Systems and Applications, incl. Internet/Web, and HCI
    Subjects: Educational games; Computer games; Computer science; Artificial intelligence
    Scope: xvi, 607 pages, illustrations (black and white), 24 cm
    Notes:

    Includes bibliographical references and index

  5. Games and Learning Alliance
    8th International Conference, GALA 2019, Athens, Greece, November 27–29, 2019, Proceedings
    Contributor: Liapis, Antonios (HerausgeberIn); Yannakakis, Georgios N. (HerausgeberIn); Gentile, Manuel (HerausgeberIn); Ninaus, Manuel (HerausgeberIn)
    Published: 2019
    Publisher:  Springer, Cham

    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... more

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    Technische Universität Bergakademie Freiberg, Bibliothek 'Georgius Agricola'
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    Bibliothek LIV HN Sontheim
    Springer E-Book
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    Karlsruher Institut für Technologie, KIT-Bibliothek
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    Karlsruher Institut für Technologie, KIT-Bibliothek
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    Bibliotheksservice-Zentrum Baden-Württemberg (BSZ)
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    HTWG Hochschule Konstanz Technik, Wirtschaft und Gestaltung, Bibliothek
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    KaufEBook202103
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    Otto-von-Guericke-Universität, Universitätsbibliothek
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    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 Emotion Regulation -- 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 the Effect of Personality Traits on Performance under Frustration This book constitutes the refereed proceedings of the 8th International Conference on Games and Learning Alliance, GALA 2019, held in Athens, Greece, in November 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

     

    Export to reference management software   RIS file
      BibTeX file
    Source: Union catalogues
    Contributor: Liapis, Antonios (HerausgeberIn); Yannakakis, Georgios N. (HerausgeberIn); Gentile, Manuel (HerausgeberIn); Ninaus, Manuel (HerausgeberIn)
    Language: English
    Media type: Ebook
    Format: Online
    ISBN: 9783030343507
    Other identifier:
    Edition: 1st ed. 2019
    Series: Information Systems and Applications, incl. Internet/Web, and HCI ; 11899
    Array
    Subjects: Personal Computing; Personal computers; User interfaces (Computer systems); Optical data processing; Education—Data processing; Application software; Computer communication systems
    Scope: 1 Online-Ressource (XVI, 607 p. 187 illus., 157 illus. in color)
  6. Games and Learning Alliance
    8th International Conference, GALA 2019, Athens, Greece, November 27–29, 2019, Proceedings
    Contributor: Liapis, Antonios (HerausgeberIn); Yannakakis, Georgios N. (HerausgeberIn); Gentile, Manuel (HerausgeberIn); Ninaus, Manuel (HerausgeberIn)
    Published: 2019
    Publisher:  Springer, Cham

    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... more

    Access:
    Resolving-System (lizenzpflichtig)
    Universität Potsdam, Universitätsbibliothek
    Unlimited inter-library loan, copies and loan

     

    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 Emotion Regulation -- 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 the Effect of Personality Traits on Performance under Frustration This book constitutes the refereed proceedings of the 8th International Conference on Games and Learning Alliance, GALA 2019, held in Athens, Greece, in November 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

     

    Export to reference management software   RIS file
      BibTeX file
    Source: Union catalogues
    Contributor: Liapis, Antonios (HerausgeberIn); Yannakakis, Georgios N. (HerausgeberIn); Gentile, Manuel (HerausgeberIn); Ninaus, Manuel (HerausgeberIn)
    Language: English
    Media type: Ebook
    Format: Online
    ISBN: 9783030343507
    Other identifier:
    Edition: 1st ed. 2019
    Series: Information Systems and Applications, incl. Internet/Web, and HCI ; 11899
    Array
    Subjects: Personal Computing; Personal computers; User interfaces (Computer systems); Optical data processing; Education—Data processing; Application software; Computer communication systems
    Scope: 1 Online-Ressource (XVI, 607 p. 187 illus., 157 illus. in color)