Muutke küpsiste eelistusi

E-raamat: Games and Learning Alliance: 11th International Conference, GALA 2022, Tampere, Finland, November 30 - December 2, 2022, Proceedings

Edited by , Edited by , Edited by , Edited by , Edited by , Edited by
  • Formaat - PDF+DRM
  • Hind: 67,91 €*
  • * hind on lõplik, st. muud allahindlused enam ei rakendu
  • Lisa ostukorvi
  • Lisa soovinimekirja
  • See e-raamat on mõeldud ainult isiklikuks kasutamiseks. E-raamatuid ei saa tagastada.

DRM piirangud

  • Kopeerimine (copy/paste):

    ei ole lubatud

  • Printimine:

    ei ole lubatud

  • Kasutamine:

    Digitaalõiguste kaitse (DRM)
    Kirjastus on väljastanud selle e-raamatu krüpteeritud kujul, mis tähendab, et selle lugemiseks peate installeerima spetsiaalse tarkvara. Samuti peate looma endale  Adobe ID Rohkem infot siin. E-raamatut saab lugeda 1 kasutaja ning alla laadida kuni 6'de seadmesse (kõik autoriseeritud sama Adobe ID-ga).

    Vajalik tarkvara
    Mobiilsetes seadmetes (telefon või tahvelarvuti) lugemiseks peate installeerima selle tasuta rakenduse: PocketBook Reader (iOS / Android)

    PC või Mac seadmes lugemiseks peate installima Adobe Digital Editionsi (Seeon tasuta rakendus spetsiaalselt e-raamatute lugemiseks. Seda ei tohi segamini ajada Adober Reader'iga, mis tõenäoliselt on juba teie arvutisse installeeritud )

    Seda e-raamatut ei saa lugeda Amazon Kindle's. 

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.
Turtle Heroes: Designing a Serious Game for a VR interactive Tunnel.-
Comparison with Self vs Comparison with Others: The Influence of Learning
Analytics Dashboard Design on Learner Dashboard Use.- Game Design for a
Museum Visit: Insights into The Co-Design of AL-2049, A Game About Food
Systems.- Supporting Knowledge Sharing for The Co-Design of Digital Learning
Games.- A Serious Game for Using Socio-Economic and Trust Based
Decision-Making Scenarios for Elicitation of Emotional Responses.- FLIGBY:
The Serious Game Harnessing Flow Experience for Leadership.- 10 Commandments
of The Serious Game Padawan: Lessons Learned After 4 Years of Professional
Training.- Microcosmos 3.0 Perception of Teachers in Outdoor Hybrid Playing
Based on Mobile Learning for Natural Sciences.- An Autoethnographic
Perspective on Teaching Soft Skills Using Multiplayer Online Games.-
Evaluating the Expectations and Motivational Drivers in An Undergraduate
Geology Classroom Using the Magma Pop Serious Game.- A Serious Game to
Improve Phishing Awareness.- More Than Meets the Eye An Anti-Phishing
Learning Game with a Focus on Phishing Emails.- Promoting Adaptive Number
Knowledge Through Deliberate Practice in The Number Navigation Game.- Effects
of a Game-Based Fraction Estimation Task on Math Anxiety.- Motivation and
Emotions in a Health Literacy Game: Insights from Co-Occurrence Network
Analysis.- Swarming as a Bird/Fish: Investigating the Effect of First-Person
Perspective Simulation on Players Connectedness with Nature.- Design Of a
Novel Serious Game for The Detection and Measurement of Obsessive-Compulsive
Disorder.- The Role of Games in Overcoming the Barriers to Paediatric Speech
Therapy Training.- Ludic Didactics for an Inspired, Motivating and Playful
Education.- Out of the Maze: Investigating the Effects of Fluid Intelligence
and Numeracy on Planning Skills Using Video Games.- A Virtual Ship Evacuation
Serious Game: Assessment of Data and Passenger Training.- High-level
Decision-Making Non-Player Vehicles.- Influence of a Mixed Reality Game on
Students Personal Epistemology. An Empirical Study.- Experts Evaluation of
a Proposed Taxonomy for Immersive Learning Systems.- A Design Space of
Educational Authoring Tools for Augmented Reality.- The Effectiveness of
Adaptive Digital Games for Learning: Calling for a Broader View on
Assessment.- Gamification in Work Teams: A Q study on How Team Members
Experience Gamification.