
Games and Learning Alliance
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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.
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Content
- Intro
- 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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