Games 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 Dondio
| Games 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 Dondio |
| Autore | Schönbohm Avo |
| Edizione | [1st ed. 2025.] |
| Pubbl/distr/stampa | Cham : , : Springer Nature Switzerland : , : Imprint : Springer, , 2025 |
| Descrizione fisica | 1 online resource (434 pages) |
| Disciplina | 006.3 |
| Altri autori (Persone) |
BellottiFrancesco
BucchiaroneAntonio de RosaFrancesca NinausManuel WangAlf WanickVanissa DondioPierpaolo |
| Collana | Lecture Notes in Computer Science |
| Soggetto topico |
Artificial intelligence
Artificial Intelligence |
| ISBN |
9783031782695
3031782690 |
| Formato | Materiale a stampa |
| Livello bibliografico | Monografia |
| Lingua di pubblicazione | eng |
| Nota di contenuto | 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. |
| Record Nr. | UNINA-9910983063303321 |
Schönbohm Avo
|
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| Cham : , : Springer Nature Switzerland : , : Imprint : Springer, , 2025 | ||
| Lo trovi qui: Univ. Federico II | ||
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Games 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 Dondio
| Games 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 Dondio |
| Autore | Schönbohm Avo |
| Edizione | [1st ed. 2025.] |
| Pubbl/distr/stampa | Cham : , : Springer Nature Switzerland : , : Imprint : Springer, , 2025 |
| Descrizione fisica | 1 online resource (434 pages) |
| Disciplina | 006.3 |
| Altri autori (Persone) |
BellottiFrancesco
BucchiaroneAntonio de RosaFrancesca NinausManuel WangAlf WanickVanissa DondioPierpaolo |
| Collana | Lecture Notes in Computer Science |
| Soggetto topico |
Artificial intelligence
Artificial Intelligence |
| ISBN |
9783031782695
3031782690 |
| Formato | Materiale a stampa |
| Livello bibliografico | Monografia |
| Lingua di pubblicazione | eng |
| Nota di contenuto | 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. |
| Record Nr. | UNISA-996635669703316 |
Schönbohm Avo
|
||
| Cham : , : Springer Nature Switzerland : , : Imprint : Springer, , 2025 | ||
| Lo trovi qui: Univ. di Salerno | ||
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Reinventing Fashion Retailing : Digitalising, Gamifying, Entrepreneuring / / edited by Eirini Bazaki, Vanissa Wanick
| Reinventing Fashion Retailing : Digitalising, Gamifying, Entrepreneuring / / edited by Eirini Bazaki, Vanissa Wanick |
| Edizione | [1st ed. 2023.] |
| Pubbl/distr/stampa | Cham : , : Springer International Publishing : , : Imprint : Palgrave Macmillan, , 2023 |
| Descrizione fisica | 1 online resource (152 pages) : illustrations |
| Disciplina |
910.5
746.920688 |
| Collana | Palgrave Studies in Practice: Global Fashion Brand Management |
| Soggetto topico |
Industries
Marketing |
| ISBN |
9783031111853
3031111850 |
| Formato | Materiale a stampa |
| Livello bibliografico | Monografia |
| Lingua di pubblicazione | eng |
| Nota di contenuto | Chapter 1: Helping Online Fashion Customers Help Themselves: Personalised Recommender Systems -- Chapter 2: Brand storytelling, gamification and social media marketing in the “metaverse”: a case study of The Ralph Lauren Winter Escape -- Chapter 3: The use of Augmented Reality to enhance consumer experience: the case of Kohl’s Snapchat Virtual Closet and Sephora Virtual Artist -- Chapter 4: Skins in the Game: Fashion Branding and Commercial Videogames -- Chapter 5: Becoming a Fashion Blogger Entrepreneur: The Case of Chiara Ferragni -- Chapter 6: Crowdfunding Nascent Fashion Brands. |
| Record Nr. | UNINA-9910637723003321 |
| Cham : , : Springer International Publishing : , : Imprint : Palgrave Macmillan, , 2023 | ||
| Lo trovi qui: Univ. Federico II | ||
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