LEADER 00917nam a2200253 i 4500 001 991001586329707536 005 20020503123308.0 008 000509s1980 fr ||| | fre 020 $a2221501683 035 $ab10242508-39ule_inst 035 $aLE01280707$9ExL 040 $aDip.to Lingue$bita 100 1 $aBoisdeffre, Pierre : de$0194274 245 12$aL'ile aux livres :$blittérature et critique /$cPierre de Boisdeffre 260 $aParis :$bSeghers,$cc1980 300 $a361 p. ;$c21 cm. 500 $aIncludes bibliographical references 650 4$aLetteratura francese$ySec.19-20$xStoria e critica 907 $a.b10242508$b02-04-14$c27-06-02 912 $a991001586329707536 945 $aLE012 840.9 BOI$g1$i2012000018488$lle012$o-$pE0.00$q-$rl$s- $t0$u0$v0$w0$x0$y.i10292512$z27-06-02 996 $aIle aux livres$9206861 997 $aUNISALENTO 998 $ale012$b01-01-00$cm$da $e-$ffre$gfr $h2$i1 LEADER 05763nam 22007695 450 001 9910632473903321 005 20251225203811.0 010 $a9783031221248 010 $a3031221249 024 7 $a10.1007/978-3-031-22124-8 035 $a(MiAaPQ)EBC7144511 035 $a(Au-PeEL)EBL7144511 035 $a(CKB)25456653500041 035 $a(DE-He213)978-3-031-22124-8 035 $a(PPN)26634884X 035 $a(EXLCZ)9925456653500041 100 $a20221122d2022 u| 0 101 0 $aeng 135 $aurcnu|||||||| 181 $ctxt$2rdacontent 182 $cc$2rdamedia 183 $acr$2rdacarrier 200 10$aGames and Learning Alliance $e11th International Conference, GALA 2022, Tampere, Finland, November 30 ? December 2, 2022, Proceedings /$fedited by Kristian Kiili, Koskinen Antti, Francesca de Rosa, Muhterem Dindar, Michael Kickmeier-Rust, Francesco Bellotti 205 $a1st ed. 2022. 210 1$aCham :$cSpringer International Publishing :$cImprint: Springer,$d2022. 215 $a1 online resource (345 pages) 225 1 $aLecture Notes in Computer Science,$x1611-3349 ;$v13647 311 08$aPrint version: Kiili, Kristian Games and Learning Alliance Cham : Springer International Publishing AG,c2023 9783031221231 320 $aIncludes bibliographical references and index. 327 $aTurtle 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. 330 $aThis book constitutes the refereed proceedings of the 11th International Conference on Games and Learning Alliance, GALA 2022, held in Tampere, Finland, in November/December 2022. The 27 full papers and 9 short papers were carefully reviewed and selected from 61 submissions. The papers cover a broad spectrum of topics: Serious Games and Game Design; Serious Games for Instruction; Serious Game for Digital Literacy and Numeracy; Novel Approaches and Application Domains; Taxonomies and Evaluation Frameworks. 410 0$aLecture Notes in Computer Science,$x1611-3349 ;$v13647 606 $aMicrocomputers 606 $aUser interfaces (Computer systems) 606 $aHuman-computer interaction 606 $aApplication software 606 $aComputer vision 606 $aArtificial intelligence 606 $aEducation$xData processing 606 $aPersonal Computing 606 $aUser Interfaces and Human Computer Interaction 606 $aComputer and Information Systems Applications 606 $aComputer Vision 606 $aArtificial Intelligence 606 $aComputers and Education 615 0$aMicrocomputers. 615 0$aUser interfaces (Computer systems) 615 0$aHuman-computer interaction. 615 0$aApplication software. 615 0$aComputer vision. 615 0$aArtificial intelligence. 615 0$aEducation$xData processing. 615 14$aPersonal Computing. 615 24$aUser Interfaces and Human Computer Interaction. 615 24$aComputer and Information Systems Applications. 615 24$aComputer Vision. 615 24$aArtificial Intelligence. 615 24$aComputers and Education. 676 $a359 702 $aKiili$b Kristian 801 0$bMiAaPQ 801 1$bMiAaPQ 801 2$bMiAaPQ 906 $aBOOK 912 $a9910632473903321 996 $aGames and learning alliance$92065777 997 $aUNINA