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Games and Learning Alliance

Overview of attention for book
Cover of 'Games and Learning Alliance'

Table of Contents

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    Book Overview
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    Chapter 1 Using Ludo-Narrative Dissonance in Grand Theft Auto IV as Pedagogical Tool for Ethical Analysis
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    Chapter 2 A Participatory Approach to Redesigning Games for Educational Purposes
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    Chapter 3 Requirements Analysis of a Serious Game for Deaf Players
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    Chapter 4 Debriefing and Knowledge Processing an Empirical Study About Game-Based Learning for Computer Education
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    Chapter 5 Designing a 2D Platform Game with Mathematics Curriculum
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    Chapter 6 Planet Dewey: Designing a Hybrid Game to Boost Students’ Information Literacy
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    Chapter 7 Designing Serious Games for People with Special Needs: Implications from a Survey
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    Chapter 8 From Skeptics to Advanced Adopters: Investigating Digital Game Adoption Practices, Challenges and Needs of Teachers in Swedish Schools
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    Chapter 9 Reinforcing the Attitude-Behavior Relationship in Persuasive Game Design
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    Chapter 10 Incorporating Theories of Metacognitive Learning in the Design of a Serious Game on Emotion Regulation
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    Chapter 11 Teaching Educational Game Design: Expanding the Game Design Mindset with Instructional Aspects
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    Chapter 12 A Pilot Study on the Feasibility of Dynamic Difficulty Adjustment in Game-Based Learning Using Heart-Rate
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    Chapter 13 Modelling the Quality of Visual Creations in Iconoscope
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    Chapter 14 Andromeda: A Personalised Crisis Management Training Toolkit
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    Chapter 15 Towards an Operational Definition of Procedural Rhetoric
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    Chapter 16 Study on Enhancing Learnability of a Serious Game by Implementing a Pedagogical Agent
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    Chapter 17 Scaffolding Open Text Input in a Scripted Communication Skills Learning Environment
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    Chapter 18 Loud and Clear: The VR Game Without Visuals
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    Chapter 19 Infusing Multimodal Tools and Digital Storytelling in Developing Vocabulary and Intercultural Communicative Awareness of Young EFL Learners
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    Chapter 20 Lessons Learned from the Development of a Mobile Learning Game Authoring Tool
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    Chapter 21 Bolstering Stealth Assessment in Serious Games
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    Chapter 22 Cyber Chronix, Participatory Research Approach to Develop and Evaluate a Storytelling Game on Personal Data Protection Rights and Privacy Risks
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    Chapter 23 Some Notes on the Possibile Role of Cognitive Architectures in Serious Games
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    Chapter 24 Towards a Reality-Enhanced Serious Game to Promote Eco-Driving in the Wild
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    Chapter 25 Gamifire - A Scalable, Platform-Independent Infrastructure for Meaningful Gamification of MOOCs
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    Chapter 26 A Data-Driven Approach to Analyze User Behavior on a Personalized Gamification Platform
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    Chapter 27 Tower of Questions (TOQ): A Serious Game for Peer Learning
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    Chapter 28 Albiziapp: A Gamified Tool Dedicated to Tree Mapping
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    Chapter 29 Lifelong Learning with a Digital Math Game: Performance and Basic Experience Differences Across Age
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    Chapter 30 Learning Geothermal Energy Basics with the Serious Game HotPipe
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    Chapter 31 Evaluation of Interventions in Blended Learning Using a Communication Skills Serious Game
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    Chapter 32 Effects of Game-Based Learning on Academic Performance and Student Interest
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    Chapter 33 ‘Museum Escape’: A Game to Increase Museum Visibility
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    Chapter 34 HealthyLunch: A Serious Game for Educating and Promoting the Intake of the Recommended Number of Daily Servings Among Children
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    Chapter 35 Serious Business Game on Digitalization
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    Chapter 36 Understanding Attitudes Towards Emergency Training Modes: Conventional Drills and Serious Games
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    Chapter 37 Quantum Physics vs. Classical Physics: Introducing the Basics with a Virtual Reality Game
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    Chapter 38 A Serious Game to Inform Young Citizens on Canal Water Maintenance
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    Chapter 39 A Framework for the Development of Serious Games for Assessment
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    Chapter 40 How to Design and Measure a Serious Game Aiming at Emotional Engagement of Social Anxiety
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    Chapter 41 On the Design of Gamification Elements in Moodle Courses
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    Chapter 42 A Serious Game Design and Evaluation Approach to Enhance Cultural Heritage Understanding
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    Chapter 43 A Focused Conversational Model for Game Design and Play-Tests
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    Chapter 44 Alternative Teaching of History Subject in Primary School: The Case of the 3D HIT Playful Activity
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    Chapter 45 A Serious Logistical Game of Paediatric Emergency Medicine: Proposed Scoring Mechanism and Pilot Test
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    Chapter 46 Economic Evaluation of Business Models in Video Gaming Industry from Publisher Perspective
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    Chapter 47 Cultural Heritage, Serious Games and User Personas Based on Gardner’s Theory of Multiple Intelligences: “The Stolen Painting” Game
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    Chapter 48 Effect of Whole-Body Movement on Performance and Efficiency: A Comparison of Three Controlling Methods for a Math Game
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    Chapter 49 Reinforcing Stealth Assessment in Serious Games
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    Chapter 50 Exploring a Mixed Method Approach: Simulation Games and Q Methodology
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    Chapter 51 Creating Serious Games with the Game Design Matrix
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    Chapter 52 Digital Games in Non-formal and Informal Learning Practices for Science Learning: A Case Study
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    Chapter 53 Oppidum - A Serious-AR-Game About Celtic Life and History
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    Chapter 54 A Quantitative Approach for Developing Serious Games for Aptitude and Trait Assessment
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    Chapter 55 Designing a Serious Game to Motivate Energy Savings in a Museum: Opportunities & Challenges
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    Chapter 56 Interactive Spatial Storytelling for Location-Based Games: A Case Study
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    Chapter 57 Investigating the Effect of Personality Traits on Performance Under Frustration
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Title
Games and Learning Alliance
Published by
Springer International Publishing, January 2020
DOI 10.1007/978-3-030-34350-7
ISBNs
978-3-03-034349-1, 978-3-03-034350-7
Editors

Liapis, Antonios, Yannakakis, Georgios N., Gentile, Manuel, Ninaus, Manuel

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Geographical breakdown

Country Count As %
Unknown 1 100%

Demographic breakdown

Readers by professional status Count As %
Student > Ph. D. Student 1 100%
Readers by discipline Count As %
Linguistics 1 100%