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Games and Learning Alliance

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Cover of 'Games and Learning Alliance'

Table of Contents

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    Book Overview
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    Chapter 1 The Effect of Disposition to Critical Thinking on Playing Serious Games
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    Chapter 2 A Learning Path in Support of Computational Thinking in the Last Years of Primary School
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    Chapter 3 ALF - A Framework for Evaluating Accelerated Learning and Cognitive Skills Development in Industry Through Games
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    Chapter 4 Musicality: A Game to Improve Musical Perception
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    Chapter 5 Exploring Design Decisions in Interactive Narrative Games for Behaviour Change: A Case Study
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    Chapter 6 MUV: A Game to Encourage Sustainable Mobility Habits
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    Chapter 7 Putting the Long-Term into Behavior Change
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    Chapter 8 MainTrain: A Serious Game on the Complexities of Rail Maintenance
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    Chapter 9 Board Games for Training Computational Thinking
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    Chapter 10 Dungeons and Dragons as a Tool for Developing Student Self-reflection Skills
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    Chapter 11 A Serious Game for Training Verbal Resilience to Doorstep Scams
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    Chapter 12 Designing an Intrinsically Integrated Educational Game on Newtonian Mechanics
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    Chapter 13 Games and Learning: Potential and Limitations from the Players’ Point of View
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    Chapter 14 Balancing Realism and Engagement for a Serious Game in the Domain of Remote Sensing
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    Chapter 15 Extending a Digital Fraction Game Piece by Piece with Physical Manipulatives
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    Chapter 16 A Fun-Accuracy Trade-Off in Game-Based Learning
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    Chapter 17 Integrating Self-Determination and Self-Efficacy in Game Design
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    Chapter 18 Linking Learning Outcomes and Game Mechanics in the Early Stages of the RU EU? Project
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    Chapter 19 Auditory Attention, Implications for Serious Game Design
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    Chapter 20 How to Set the Game Characteristics, Design the Instructional Content and the Didactical Setting for a Serious Game for Health Prevention in the Workplace
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    Chapter 21 Co-created Design of a Serious Game Investigation into Developer-Centred Security
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    Chapter 22 Conceptual Factors for the Design of Serious Games
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    Chapter 23 Teaching and Learning with Escape Games from Debriefing to Institutionalization of Knowledge
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    Chapter 24 Enhancing Energy Conservation by a Household Energy Game
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    Chapter 25 Analyzing and Predicting Player Performance in a Quantum Cryptography Serious Game
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    Chapter 26 The RAGE Software Portal: Toward a Serious Game Technologies Marketplace
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    Chapter 27 Improving Serious Games Analyzing Learning Analytics Data: Lessons Learned
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    Chapter 28 A Toolkit for Creating Cross-Reality Serious Games
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    Chapter 29 TurtleTable: Learn the Basics of Computer Algorithms with Tangible Interactions
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    Chapter 30 Modding Tabletop Games for Education
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    Chapter 31 HPGE: An Haptic Plugin for Game Engines
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    Chapter 32 Gamifying with OneUp: For Learning, Grades or Fun?
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    Chapter 33 Teaming up with Artificial Intelligence: The Human in the Loop of Serious Game Pathfinding Algorithms
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    Chapter 34 Shallow and Deep Gamification in Mathematics Trails
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    Chapter 35 A Case Study of Deep Gamification in Higher Engineering Education
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    Chapter 36 Introducing NarRob, a Robotic Storyteller
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    Chapter 37 CreaCube, a Playful Activity with Modular Robotics
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    Chapter 38 Augmented Reality Gamification for Human Anatomy
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    Chapter 39 Digital Games as Tools for Enhancing Statistics Instruction in the Early Years: A Teaching Intervention Within a Grade 2 Mathematics Classroom
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    Chapter 40 Improving Learning Experiences Through Customizable Metagames
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    Chapter 41 Predicting Cognitive Profiles from a Mini Quiz: A Facebook Game for Cultural Heritage
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    Chapter 42 Rapid-Play Games for Evaluating Future Technology
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    Chapter 43 Serious Games as Innovative Approach to Address Gender Differences in Career Choice
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    Chapter 44 The AHA Project: An Evidence-Based Augmented Reality Intervention for the Improvement of Reading and Spelling Skills in Children with ADHD
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    Chapter 45 User Preferences for a Serious Game to Improve Driving
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    Chapter 46 Video Games and Attitude Change – Can We Reliably Measure This? The Challenges of Empirical Study Design
Attention for Chapter 21: Co-created Design of a Serious Game Investigation into Developer-Centred Security
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Chapter title
Co-created Design of a Serious Game Investigation into Developer-Centred Security
Chapter number 21
Book title
Games and Learning Alliance
Published by
Springer, Cham, December 2018
DOI 10.1007/978-3-030-11548-7_21
Book ISBNs
978-3-03-011547-0, 978-3-03-011548-7
Authors

Manuel Maarek, Sandy Louchart, Léon McGregor, Ross McMenemy

X Demographics

X Demographics

The data shown below were collected from the profile of 1 X user who shared this research output. Click here to find out more about how the information was compiled.
Mendeley readers

Mendeley readers

The data shown below were compiled from readership statistics for 34 Mendeley readers of this research output. Click here to see the associated Mendeley record.

Geographical breakdown

Country Count As %
Unknown 34 100%

Demographic breakdown

Readers by professional status Count As %
Student > Ph. D. Student 6 18%
Lecturer 3 9%
Researcher 3 9%
Student > Master 3 9%
Student > Doctoral Student 1 3%
Other 4 12%
Unknown 14 41%
Readers by discipline Count As %
Computer Science 10 29%
Design 2 6%
Arts and Humanities 1 3%
Business, Management and Accounting 1 3%
Mathematics 1 3%
Other 2 6%
Unknown 17 50%