Proceedings of the Ninth ACM Conference on Learning @ Scale / / René F. Kizilcec, Katie Davis, Xavier Ochoa
| Proceedings of the Ninth ACM Conference on Learning @ Scale / / René F. Kizilcec, Katie Davis, Xavier Ochoa |
| Autore | Kizilcec René F. |
| Pubbl/distr/stampa | New York : , : Association for Computing Machinery, , 2022 |
| Descrizione fisica | 1 online resource (14 pages) |
| Disciplina | 371.3344678 |
| Soggetto topico | Internet in education |
| Formato | Materiale a stampa |
| Livello bibliografico | Monografia |
| Lingua di pubblicazione | eng |
| Record Nr. | UNINA-9910571793903321 |
Kizilcec René F.
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| New York : , : Association for Computing Machinery, , 2022 | ||
| Lo trovi qui: Univ. Federico II | ||
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Serious Games : 10th Joint International Conference, JCSG 2024, New York City, NY, USA, November 7–8, 2024, Proceedings / / edited by Jan L. Plass, Xavier Ochoa
| Serious Games : 10th Joint International Conference, JCSG 2024, New York City, NY, USA, November 7–8, 2024, Proceedings / / edited by Jan L. Plass, Xavier Ochoa |
| Autore | Plass Jan L |
| Edizione | [1st ed. 2025.] |
| Pubbl/distr/stampa | Cham : , : Springer Nature Switzerland : , : Imprint : Springer, , 2025 |
| Descrizione fisica | 1 online resource (490 pages) |
| Disciplina |
005.437
004.019 |
| Altri autori (Persone) | OchoaXavier |
| Collana | Lecture Notes in Computer Science |
| Soggetto topico |
User interfaces (Computer systems)
Human-computer interaction Application software Image processing - Digital techniques Computer vision User Interfaces and Human Computer Interaction Computer and Information Systems Applications Computer Imaging, Vision, Pattern Recognition and Graphics |
| ISBN | 3-031-74138-2 |
| Formato | Materiale a stampa |
| Livello bibliografico | Monografia |
| Lingua di pubblicazione | eng |
| Nota di contenuto | Artificial Intelligence in Serious Games -- AI as a Co-Creator: A Survey on AI Support for Educational Game Authoring Tools -- Students’ Use of an LLM-powered Virtual Teaching Assistant for Recommending Educational Applications of Games -- Serious Games Analytics -- A Taxonomy for Enhancing Metacognitive Adaptivity and Personalization in Serious Games Using Multimodal Trace Data -- An Architecture for Repeatable, Large-Scale Educational Game Data Analysis: Building on Open Game Data -- Identifying When and Why Students Choose to Quit Jobs in a Science Exploration Game -- Integrating Data from Multiple Sources in Evaluation Studies of Educational Games: An Application of Cross-Classified Item Response Theory Modeling -- Identifying Player Strategies through Segmentation: An Interactive Process Visualization Approach -- Serious Game Design.-Examining Student Responses to Game Layers in Cultural Geography: A Study about Game Spatiality in a Role-Playing Game Design -- Game-Based Learning Analytics - Insights from an Integrated Design Process -- Crossing Valley: Development of a Serious Game to Measure Cognitive Flexibility in a Problem-Solving Context -- Serious Practices for Interactive Waste Sorting Mini-Game -- Kongruent - A Shader Language and Compiler for Efficient and Approachable GPU-Programming -- ”Masters Against Food Waste” Providing Children with Strategies to Avoid Food Waste -- Impact Studies -- Understanding Player Experience in Museum-Based Learning Games: A Mixed-Methods Analysis -- Tracing Emerging Complexity of Scientific Reasoning Actions during Game-based Learning -- Sky Dash: Evaluating the Effects of a Serious Low-Threshold Mobile Game on Learning Efficacy and User Experience in a Repetitive Learning Task -- Collaborative Knowledge Development: An Exploration of Knowledge Space Theory in Multiplayer Learning Games -- Extended Realities -- Playful Locative Interaction in Museums and Exhibitions with Immersive Augmented Reality -- Assessing the Impact of Haptic Feedback on Stress and Performance in Virtual Reality-based Police Training -- Against Isolation in the Museum: Playful Co-Presence with Immersive Augmented Reality -- Exploring Emotional Design Features For Virtual Reality Games -- Healthcare and Wellbeing -- Game On: Towards Long-Term Motivation in Exergames for Cardio Training -- Including Non-Autistic Peers in Games Designed for Autistic Socialization -- Developing Gamified Learning for Healthcare Professionals through University Partnerships -- Applications -- Transforming Museum Experiences with Virtual Reality -- Bridging Generations: The Impact of Digital Fluency on User Performance in a VR Learning Application -- Kafka or Not? Concept for an AI-Supported Multi-Touch Tabletop Game for Literature Classes -- Playful Locative Interaction in Museums and Exhibitions with Immersive Augmented Reality -- Exploring the Potential of Serious Games for Learning Mathematical Equations -- Game Design Prototype with GIMs: Fostering Neurodiverse Connections through Storytelling -- Eye tracking in VR: A Case Study of “Missing” -- Deceptive Algorithms in Massive Multiplayer Online Role Playing Games (MMOs) -- Gaming on the Brain: Considerations for Designing Brain-Computer Interface Driven Gameplay -- Generative AI-Enhanced Chatbot Design for Constructionist Gaming -- The INTENT Game: An Interactive Tool for Empathy in Neurotypicals -- Puzzlegram: a Serious Game Designed for the Elderly in Group Settings -- From Game-Based Simulation to Practice: The Challenges of Capturing, Modeling, and Transferring Multimodal Data for Chemistry Skill Mastery -- The BlockQuest Game: Digital Behavioral Phenotyping of ADHD During Embodied Problem Solving in Virtual Reality.-GalactiVote: Government in Action! An American Government Video Game -- Venom CoLab: Exploring the Science of Venom for Middle School Learners -- Embodied Game Interactions: Somatosensation, Self-Identification, and the Potential of Alternative Game Controllers. |
| Record Nr. | UNINA-9910983315203321 |
Plass Jan L
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| Cham : , : Springer Nature Switzerland : , : Imprint : Springer, , 2025 | ||
| Lo trovi qui: Univ. Federico II | ||
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