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4th GALA 2015: Rome, Italy
- Alessandro De Gloria, Remco C. Veltkamp:
Games and Learning Alliance - 4th International Conference, GALA 2015, Rome, Italy, December 9-11, 2015, Revised Selected Papers. Lecture Notes in Computer Science 9599, Springer 2016, ISBN 978-3-319-40215-4 - Bill Roungas, Fabiano Dalpiaz:
A Model-Driven Framework for Educational Game Design. 1-11 - Jan Dirk Fijnheer, Herre van Oostendorp:
Steps to Design a Household Energy Game. 12-22 - Maria Freese, Sebastian Drees:
D-CITE - A Serious Game to Analyze Complex Decision-Making in Air Traffic Management. 23-31 - Grigorij Ljubin Saveski, Wim Westera, Li Yuan, Paul A. Hollins, Baltasar Fernández-Manjón, Pablo Moreno-Ger, Krassen Stefanov:
What Serious Game Studios Want from ICT Research: Identifying Developers' Needs. 32-41 - Peter Mayr, Harald Bendl, Frauke Mörike:
The Double-Effect Approach to Serious Games in Higher Education: Students Designing and Developing Serious Games for Other Students. 42-50 - Alfredo Imbellone, Giada Marinensi, Carlo Maria Medaglia:
Instructions and Feedback in Connection with the Duration and the Level of Difficulty of a Serious Game. 51-60 - Edward Oates:
Learning and Designing with Serious Games: Crowdsourcing for Procurement. 61-70 - Andreas Herrler, Simon Grubert, Marko Kajzer, Sadie Behrens, Ralf Klamma:
Development of Mobile Serious Game for Self-assessment as Base for a Game-Editor for Teachers. 71-79 - Konstantinos C. Apostolakis, Kyriaki Kaza, Athanasios Psaltis, Kiriakos Stefanidis, Spyridon Thermos, Kosmas Dimitropoulos, Evangelia V. Dimaraki, Petros Daras:
Path of Trust: A Prosocial Co-op Game for Building up Trustworthiness and Teamwork. 80-89 - Margarida Romero:
Digital Game Design as a Complex Learning Activity for Developing the 4Cs Skills: Communication, Collaboration, Creativity and Critical Thinking. 90-99 - Agnese Augello, Manuel Gentile, Frank Dignum:
Social Practices for Social Driven Conversations in Serious Games. 100-110 - Alysson Diniz dos Santos, Piero Fraternali:
A Comparison of Methodological Frameworks for Digital Learning Game Design. 111-120 - Raffaello Brondi, Giovanni Avveduto, Marcello Carrozzino, Franco Tecchia, Leila Alem, Massimo Bergamasco:
Immersive Technologies and Natural Interaction to Improve Serious Games Engagement. 121-130 - Esther Kuindersma, Jelke van der Pal, H. Jaap van den Herik, Aske Plaat:
Voluntary Play in Serious Games. 131-140 - Jean-Nicolas Proulx, Margarida Romero:
Game and Learning Mechanics Under the Perspective of Self-determination Theory for Supporting Motivation in Digital Game Based Learning. 141-150 - Erik Frank, Richard Lackes, Markus Siepermann:
Mobile Game Based Learning Based on Adaptive Curricula and Location Change. 151-160 - Nicholas Lytle, Mark Floryan:
A Design Framework for Experiential History Games. 161-170 - Markus Siepermann:
Teaching Statistics and Risk Management with Card Games. 171-180 - Seungho Baek, Jiyoung Park, JungHyun Han:
Simulation-Based Serious Games for Science Education in Elementary and Middle Schools. 181-188 - Jinsuk Yang, Kyoungsu Oh, Kiho Youm:
English Vocabulary Learning System Based on Repetitive Learning and Rate-Matching Rule. 189-195 - Matthew P. Daggett, Kyle O'Brien, Michael B. Hurley:
An Information Theoretic Approach for Measuring Data Discovery and Utilization During Analytical and Decision-Making Processes. 196-207 - Giovanni Cucari, Francesco Leotta, Massimo Mecella, Stavros Vassos:
Collecting Human Habit Datasets for Smart Spaces Through Gamification and Crowdsourcing. 208-217 - Stavroula Bampatzia, Angeliki Antoniou, George Lepouras:
Comparing Game Input Modalities: A Study for the Evaluation of Player Experience by Measuring Self Reported Emotional States and Learning Outcomes. 218-227 - Francesco Bellotti, Riccardo Berta, Alessandro De Gloria, Michela Ott, Maria Magdalena Popescu, Jannicke Baalsrud Hauge:
Supporting Collaborative Serious Game Studies Online. 228-237 - Christoph Klimmt, Semhar Ogbazion:
Interesting, but not Necessarily Effective: Testing a Serious Game with Socially Disadvantaged Children. 238-244 - Francesco Curatelli, Chiara Martinengo, Elisa Lavagnino, Antonie Wiedemann:
Involving Cognitively Disabled Young People in Focused Mini SGs Design: A Case Study. 245-254 - Vedad Hulusic, Nirvana Pistoljevic:
Read, Play and Learn: An Interactive E-book for Children with Autism. 255-265 - Barbara Göbl, Helmut Hlavacs, Jessica Hofer, Isabelle Müller, Hélen Müllner, Claudia Schubert, Halina Helene Spallek, Charlotte Rybka, Manuel Sprung:
MindSpace: Treating Anxiety Disorders in Children with a CBT Game. 266-275 - Kyung-Sik Kim, YoonJung Lee, DooNam Oh:
Development and Testing of a Serious Game for the Elderly (Title: 'Paldokangsan3'). 276-285 - Minh Khue Phan Tran, François Brémond, Philippe Robert:
Assistance for Older Adults in Serious Game Using an Interactive System. 286-291 - Stefano Cardullo, Pes Maria Valeria, Tognon Ilaria, Pesenti Ambra, Luciano Gamberini, Daniela Mapelli:
Padua Rehabilitation Tool: A Pilot Study on Patients with Dementia. 292-301 - Bruno Bonnechère, Bart Jansen, Lubos Omelina, Victor Sholukha, Serge L. Van Sint Jan:
Biomechanical Analysis of Rehabilitation Exercises Performed During Serious Games Exercises. 302-311 - Corentin Haidon, Adrien Ecrepont, Benoît Girard, Bob-Antoine Jerry Ménélas:
Gamification of a Truck-Driving Simulator for the Care of People Suffering from Post-Traumatic Stress Disorder. 312-322 - Ulrich Götz, Mela Kocher, René Bauer, Cornelius Müller, Bruno Meilick:
Challenges for Serious Game Design - Designing the Game-Based Neurocognitive Research Software "Hotel Plastisse". 323-328 - Federico Cabitza, Daniela Fogli, Angela Locoro:
Virtual Patients for Knowledge Sharing and Clinical Practice Training: A Gamified Approach. 329-335 - Carina S. González, Pedro A. Toledo, Alberto Mora, Yeray Barrios:
Gamified Platform for Physical and Cognitive Rehabilitation. 336-341 - Stefano Triberti, Daniela Villani, Giuseppe Riva:
No Man Is a Monkey Island: Individual Characteristics Associated with Gamers' Preferences for Single or Multiplayer Games. 342-347 - Alessandro Riccadonna, Davide Gadia, Dario Maggiorini, Laura Anna Ripamonti:
N.O.T.E.: Note Over The Edge. 348-353 - Harald Warmelink, Sean Vink, Richard van Tol:
Smash! Sport Participation and Commitment by Game Design. 354-360 - Flávio S. Corrêa da Silva, Luiz Carlos Vieira, Stefania Bandini:
Engagement Mechanisms for Social Machines. 361-367 - Alvaro Gehlen de Leao:
Transportation Services Game: A Practical Tool to Teach Outsourcing Concepts on Logistics. 368-374 - Gautam Dange, Pratheep Kumar Paranthaman, Marco Samaritani, Oussama Smiai, Francesco Bellotti, Riccardo Berta, Alessandro De Gloria, Mario Marchesoni, Stefano Massucco, Jens Pontow:
The Absolute and Social Comparative Analysis of Driver Performance on a Simulated Road Network. 375-384 - Francesco Bellotti, Riccardo Berta, Alessandro De Gloria, Gautam Dange, Pratheep Kumar Paranthaman, Francesco Curatelli, Chiara Martinengo, Giulio Barabino, Giuseppe Sciutto, Elias Demirtzis, Florian Hausler:
A Smart Mobility Serious Game Concept and Business Development Study. 385-392 - Jannicke Baalsrud Hauge, Miguel Ramos Carretero, Jérôme Kodjabachian, Sebastiaan A. Meijer, Jayanth Raghothama, Bertrand Duqueroie:
ProtoWorld -A Simulation Based Gaming Environment to Model and Plan Urban Mobility. 393-400 - Pieter Wouters, Herre van Oostendorp, Judith ter Vrugte, Sylke Vandercruysse, Ton de Jong, Jan Elen:
The Role of Surprise in Game-Based Learning for Mathematics. 401-410 - Abdelrahman Sakr, Injy Hamed, Slim Abdennadher:
iPlayAStory: A Language Learning Platform for Interactive Story-Telling. 411-420 - Poul Kyvsgaard Hansen, Manuel Oliveira, João Costa:
Co-design of a Game to Support Increased Manufacturing Insight and Interest Among Teenagers and Young Adults. 421-430 - Christopher S. Walsh, Alexander Schmölz:
Stop the Mob! Pre-service Teachers Designing a Serious Game to Challenge Bullying. 431-440 - David Bond, Hans-Wolfgang Loidl, Sandy Louchart:
Design and Implementation of the Jomini Engine: Towards a Historical Massively Multiplayer Online Role-Playing Game. 441-451 - Sylvester Arnab, Gemma Tombs, Michael Duncan, Mike Smith, Kam Star:
Towards the Blending of Digital and Physical Learning Contexts with a Gamified and Pervasive Approach. 452-460 - Harald Warmelink, Marilla Valente, Richard van Tol, Robbertjan Schravenhoff:
Get It Right! Introducing a Framework for Integrating Validation in Applied Game Design. 461-470 - Young-Suk Lee, Sang-nam Kim:
Design of "TRASH TREASURE", a Characters-Based Serious Game for Environmental Education. 471-479 - Catherine Sotirakou, Constantinos Mourlas:
A Gamified News Application for Mobile Devices: An Approach that Turns Digital News Readers into Players of a Social Network. 480-493 - Simon P. Campion, Paul Rees, David J. Roberts:
A Comparison of Film and Computer Generated Imagery Medium for the Learning of Chimpanzee Behaviours. 494-505 - Stephanie de Smale, Tom Overmans, Johan Jeuring, Liesbeth van de Grint:
The Effect of Simulations and Games on Learning Objectives in Tertiary Education: A Systematic Review. 506-516 - Konstantinos Georgiadis, Herre van Oostendorp, Jelke van der Pal:
EEG Assessment of Surprise Effects in Serious Games. 517-529 - Alberto Mora, Panagiotis Zaharias, Carina S. González, Joan Arnedo-Moreno:
FRAGGLE: A FRamework for AGile Gamification of Learning Experiences. 530-539 - Jana Becker, Giel van Lankveld, Christina Steiner, Matthias L. Hemmje:
Realizing an Applied Gaming Ecosystem: Towards Supporting Service-Based Innovation Knowledge Management and Transfer. 540-549 - Ioana Andreea Stanescu, Jannicke Baalsrud Hauge, Antoniu Stefan, Theodore Lim:
Towards Modding and Reengineering Digital Games for Education. 550-559 - Mikko Dufva, Outi Kettunen, Anna Aminoff, Maria Antikainen, Henna Sundqvist-Andberg, Timo Tuomisto:
Approaches to Gaming the Future: Planning a Foresight Game on Circular Economy. 560-571
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