Bucchiarone / Göbl / Hoermann | Games and Learning Alliance | Buch | 978-3-032-43524-8 | www.sack.de

Buch, Englisch, 489 Seiten, Format (B × H): 155 mm x 235 mm

Reihe: Lecture Notes in Computer Science

Bucchiarone / Göbl / Hoermann

Games and Learning Alliance

15th International Conference, GALA 2026, L'Aquila, Italy, November 17–20, 2026, Proceedings
Erscheinungsjahr 2027
ISBN: 978-3-032-43524-8
Verlag: Springer

15th International Conference, GALA 2026, L'Aquila, Italy, November 17–20, 2026, Proceedings

Buch, Englisch, 489 Seiten, Format (B × H): 155 mm x 235 mm

Reihe: Lecture Notes in Computer Science

ISBN: 978-3-032-43524-8
Verlag: Springer


This book constitutes the refereed proceedings of the 15th International Conference on Games and Learning Alliance, GALA 2026, held in L'Aquila, Italy, during November 17–20, 2026.

The 32 full papers included in this book were carefully reviewed and selected from 79 submissions. They were organized in topical sections as follows: Foundation, Frameworks and Taxonomies; Emotion, Motivation and Engagement; Games for Society: Civic, Environmental, Health and Professional Domains; Cognition, Problem Solving and Self-Regulation; AI, Learning Analytics and Adaptive Games; Game-Based Learning for STEM and Classroom Practice.

Bucchiarone / Göbl / Hoermann Games and Learning Alliance jetzt bestellen!

Zielgruppe


Research

Weitere Infos & Material


.- Foundation, Frameworks and Taxonomies
.- Serious or Not? The Convergence of Serious and Consumer Game Design and the Case for a New Taxonomy.
.- When Points Become a Problem: Cognitive Ethics of Gamification in Educational and Serious Game Design.
.- Investigating Consensus Representations in Serious Games: A Semantic and Structural Comparison Method for Studying Models in the Literature.
.- Philosophy of Play Teleological Proportionality in Serious Games.
.- Designing for Meaningful Momentary Engagement: The Intrinsic Integration Design Framework for Game-Based Learning.
.- The evolution of serious games research: a bibliometric analysis of the International Journal of Serious Games (2014-2025).
.- Emotion, Motivation and Engagement
.- Beyond Fun: Negative Emotions in a Persuasive Ecogame Predict Pro-Environmental Attitudes and Behaviour.
.- Social Gamification in Education: Do Emotional Responses Mediate Cognitive Outcomes?.
.- Effects of Graph Stimuli and Feedback on Epistemic Emotions, Motivational Conflict, and Graph-Reading Literacy during Game-based Learning.
.- From Gameplay to Personal Growth: Exploring the Role of Player and Game Characteristics.
.- Avatar Beats Leaderboard: How Gamification Design Bundles Differentially Satisfy and Frustrate Basic Psychological Needs in Industrial B2B Configurators.
.- Motivational Aspects of Hints in Capture-The-Flag (CTF) Learning Environment.
.- Games for Society: Civic, Environmental, Health and Professional Domains
.- Recognizing Threats & Defending Democracy: A Game-Based Intervention for Disinformation and Threat Recognition in the Civics Classroom.
.- A Framework for Analytical Learning in Flood Mitigation Using Serious Games.
.- Designing Competitive and Cooperative Co-play Mechanics for Children’s Nutrition Learning: Insights from a Serious Game Study.
.- A Gamified VR Escape Room for VR Privacy Awareness Education.
.- Open Badge Ecosystem for Video Game Development and Education: Results from a Pilot Study.
.- Towards Design Principles for Ontology-Based Serious Games: Supporting Collaborative Value Network Design.
.- Cognition, Problem Solving and Self-Regulation
.- Problem-Solving Profiles in the Puzzle Game Baba Is You: Limited Evidence for Onboarding Effects.
.- How successful are groups at planning together relative to individuals? A study with the serious game Tik Tik.
.- Structured Onboarding for Autonomous Task Engagement in Gamified Child Assessment.
.- Where You Struggle Matters: Context-Specific Self-Regulated Learning Behaviors during Game-Based Learning Predict Learning Outcomes.
.- AI, Learning Analytics and Adaptive Games
.- Designing for Breakdown: Failure Modes in AI-Mediated Implicit Game-Based Learning.
.- Discovering Behavioral Dimensions in Educational Quiz Game Using Interaction Logs.
.- Simulating Stakeholder Dynamics in MLOps: An LLM-Agent-Based Serious Game for Collaborative Learning.
.- Beyond one-size-fits-all: a systematic literature review of adaptive gamification strategies and frameworks in the age of AI.
.- Game-Based Learning for STEM and Classroom Practice
.- From Misconceptions to Playable Conflicts: Designing Physics-Integrated Serious Game Mechanics for Conceptual Change.
.- HEPscape!: Designing a Scalable Educational Escape Room for Particle Physics.
.- Supporting Dyslexic Learners in Computational Thinking Through a Serious Game with Text-to-Speech.
.- Soft Competition in Tangible Game-Based Learning for Primary Computing Education.
.- Musical Serious Games: A Systematic Mapping of Pedagogical and Game Design Foundations.
.- To Play or Not to Play: Teachers’ Perceptions, Drivers, and Barriers to Game-Based Learning in STEM Education.



Ihre Fragen, Wünsche oder Anmerkungen
Vorname*
Nachname*
Ihre E-Mail-Adresse*
Kundennr.
Ihre Nachricht*
Lediglich mit * gekennzeichnete Felder sind Pflichtfelder.
Wenn Sie die im Kontaktformular eingegebenen Daten durch Klick auf den nachfolgenden Button übersenden, erklären Sie sich damit einverstanden, dass wir Ihr Angaben für die Beantwortung Ihrer Anfrage verwenden. Selbstverständlich werden Ihre Daten vertraulich behandelt und nicht an Dritte weitergegeben. Sie können der Verwendung Ihrer Daten jederzeit widersprechen. Das Datenhandling bei Sack Fachmedien erklären wir Ihnen in unserer Datenschutzerklärung.