07015nam 22005895 450 99663566970331620250626165115.09783031782695303178269010.1007/978-3-031-78269-5(CKB)37037245500041(MiAaPQ)EBC31849666(Au-PeEL)EBL31849666(DE-He213)978-3-031-78269-5(OCoLC)1481592751(EXLCZ)993703724550004120241217d2025 u| 0engur|||||||||||txtrdacontentcrdamediacrrdacarrierGames and Learning Alliance 13th International Conference, GALA 2024, Berlin, Germany, November 20–22, 2024, Proceedings /edited by Avo Schönbohm, Francesco Bellotti, Antonio Bucchiarone, Francesca de Rosa, Manuel Ninaus, Alf Wang, Vanissa Wanick, Pierpaolo Dondio1st ed. 2025.Cham :Springer Nature Switzerland :Imprint: Springer,2025.1 online resource (434 pages)Lecture Notes in Computer Science,1611-3349 ;153489783031782688 3031782682 Advances in Game Based Learning: AI, Adaptive Expertise, and Language Acquisition -- A Growing Community of Practice on Games and Learning A Literature Review with Bibliometric and Thematic Analyses -- Gameplay performance as a predictor of Adaptive Expertise in primary school students -- Cipher in Classrooms Evaluating Digital Game Based Language Learning for Irish Vocabulary Acquisition -- Involving teachers in gamified learning activities using generative artificial intelligence tools -- Exploring the Potential of Game Based Learning in AI Ethics Education -- Design and Pilot Evaluation of an RPG Game for Self-Assessment of Informatics and Economics Knowledge in Secondary Education -- Using LLMs to Adapt Serious Games with Educators in the Loop -- Designing for Engagement: Cognitive and Emotional Responses in Serious Games -- Establishing a new computational method to predict effects of gaming A feasibility study on growth mindset -- Is There Cognitive Engagement When They Comment 'Haha' A Dynamic Analysis of Cognitive and Emotional Engagement in Game Video Comments -- The role of feedback type and task performance on concurrent emotions and interest during game based learning -- On the Design of Gamified Learning Analytics for Immersive Virtual Reality Games -- Adding Chance to a Serious Game’s Mechanics to Encourage Action in Uncertain Situations -- Evaluating Phillips’ Game Rewards Taxonomy implications for the Gamification Design -- Sustainability and Environmental Literacy in Serious Games -- Design and Evaluation of a Serious Game on Household Sustainability -- Graveler Global Awareness Education through Virtual Voyages -- Wicked Problems as a Frame to Teach Environmental Literacy in a Digitally Mediated Seminar Game -- Detecting Experts Using a MiniRocket Gaze Direction Time Series Classification of Real Life Experts Playing The Sustainable Port -- Detecting Deception and Developing Leadership: Games Tackling Real World Challenges -- "Deception Detected!" A Serious Game on Detecting Dark Patterns -- HeartGuard VR Immersive Romance Scam Education -- Virtual battlefields the rise of video games “inspired” by war in Ukraine -- Use of Game Design and Game Elements in Serious Project Management Games -- Asking the Experts A Delphi Method Investigation into Serious Games for Leadership Development -- Development of a Simulation to aid Navigation in First year CS Students -- Futures Literacy: Games for Civic Participation and Futures Thinking -- Making games to make futures Playfully co designing games for civic learning and thinking about futures -- Envisioning Futures Through Play Embodiment Techniques For Futures Thinking In Business Contexts -- Learning Participatory Budgeting via Collaborative World-Building A Case Study of Empaville -- Horizon Makers A Serious Game for Activating Futures Literacy Skills -- Serious Games for Health and Immersive Learning: E Health and Pharmacology -- Games as a non pharmacology therapy for chronic pain a mixed method pilot study in older people -- Serious Games as Emerging E Health Interventions Design of an Exergame for the SMILER Project -- Escape from PharmaZ a Game to Boost Pharmacophore Learning through Immersive Augmented Reality -- Short Papers -- Online Learning Platform and Gamification Features Preferences Gender Based Analysis among Estonian Students -- Motion Design for Emotion Design -- Comparing Interaction Modalities in VR Serious Games A Study on Learning Effects -- Gamification and Artificial Intelligence in the Educational Context Analysis of Scientific Literature -- uFood Concept for a Serious Moral Game on Social Media Marketing -- Historical Tabletop Role Playing Games Integrating Historical and Cultural Content to create your Character -- Modelling and verification of asymmetric role playing scenarios for learning with Petri nets -- Combining 360° Spaces and Social VR -- Puzzle Playground Teaching VR interactions through a puzzle game -- Experiencing Forced Migration A Participatory Approach to Developing a Serious Video Game -- Learning through designing A visual inquiry tool for digital educational escape games -- Evaluation of Escapade An Engaging, Collaborative Multi Role Learning Game on History -- Promoting Cognitive and Psychosocial Rehabilitation With a Co Designed Multiplayer Serious Game -- Playful adult learning LEGO as a playful and pedagogical approach -- AI wareness Fostering teachers’ awareness of Artificial Intelligence through a Board Game.This volume LNCS constitutes the refereed proceedings of the 13th International Conference on Games and Learning Alliance, GALA 2024, held in Berlin, Germany during November 20-22, 2024. The 30 full papers and 15 short papers were carefully reviewed and selected from 103 submissions. They focus on Designing for Engagement; , Sustainability and Environmental Literacy in Serious Games; Detecting Deception and Developing Leadership; Futures Literacy; Serious Games for Health and Immersive Learning.Lecture Notes in Computer Science,1611-3349 ;15348Artificial intelligenceArtificial IntelligenceArtificial intelligence.Artificial Intelligence.006.3Schönbohm Avo1448660Bellotti Francesco1448662Bucchiarone Antonio1429364de Rosa Francesca431634Ninaus Manuel1782619Wang Alf1782620Wanick Vanissa1782621Dondio Pierpaolo1448657MiAaPQMiAaPQMiAaPQBOOK996635669703316Games and Learning Alliance4309025UNISA