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Titlebook: Games and Learning Alliance; 11th International C Kristian Kiili,Koskinen Antti,Francesco Bellotti Conference proceedings 2022 The Editor(s

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書目名稱Games and Learning Alliance
副標(biāo)題11th International C
編輯Kristian Kiili,Koskinen Antti,Francesco Bellotti
視頻videohttp://file.papertrans.cn/381/380550/380550.mp4
叢書名稱Lecture Notes in Computer Science
圖書封面Titlebook: Games and Learning Alliance; 11th International C Kristian Kiili,Koskinen Antti,Francesco Bellotti Conference proceedings 2022 The Editor(s
描述This book constitutes the refereed proceedings of the 11th International Conference on Games and Learning Alliance, GALA 2022, held in Tampere, Finland, in November/December 2022.. The 27 full papers and 9 short papers were carefully reviewed and selected from 61 submissions. The papers cover a broad spectrum of topics: Serious Games and Game Design; Serious Games for Instruction; Serious Game for Digital Literacy and Numeracy; Novel Approaches and Application Domains; Taxonomies and Evaluation Frameworks.
出版日期Conference proceedings 2022
關(guān)鍵詞artificial intelligence; computer games; computer science; computer systems; computer vision; e-learning;
版次1
doihttps://doi.org/10.1007/978-3-031-22124-8
isbn_softcover978-3-031-22123-1
isbn_ebook978-3-031-22124-8Series ISSN 0302-9743 Series E-ISSN 1611-3349
issn_series 0302-9743
copyrightThe Editor(s) (if applicable) and The Author(s), under exclusive license to Springer Nature Switzerl
The information of publication is updating

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Comparison with Self vs Comparison with Others: The Influence of Learning Analytics Dashboard Designdesigns, which are implemented in a virtual reality simulation-based training environment. The learning analytics dashboard designs differ by reference frame: the progress reference frame, offers historical performance data as a point of comparison and the social reference frame offers aggregated av
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Game Design for a Museum Visit: Insights into the Co-design of ,, a Game About Food Systemsrs how this concept is integrated with the Swiss school curriculum which constituted the starting point of the game design. Based on the ludicization theoretical framework, we question how learning objectives were articulated with the game elements and the choices made to design a playful learning s
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Supporting Knowledge Sharing for the Co-design of Digital Learning Gamesreview about serious game design, a key process for collaborative work is knowledge sharing. This process is analysed with the frames of praxeologies and boundary objects. The praxeology framework aims to identify the participants’ practice and discourse about this practice for the design of serious
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FLIGBY: The Serious Game Harnessing Flow Experience for Leadership DevelopmentBY game was developed with the intention of teaching learners to understand the concept of Flow and apply this within their leadership practice. In FLIGBY, the player assumes the role of General Manager of a winery in California and must make 150+ complex decisions while managing the winery team and
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Evaluating the Expectations and Motivational Drivers in an Undergraduate Geology Classroom Using theitive development and social learning. This paper presents findings from a study to understand whether serious games can be effective in communicating concepts related to magmatic processes. We developed a serious game “Magma Pop” for use in an undergraduate geology classroom. The goal was to create
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