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  • Conference proceedings
  • © 2021

Games and Learning Alliance

10th International Conference, GALA 2021, La Spezia, Italy, December 1–2, 2021, Proceedings

Part of the book series: Lecture Notes in Computer Science (LNCS, volume 13134)

Part of the book sub series: Information Systems and Applications, incl. Internet/Web, and HCI (LNISA)

Conference series link(s): GALA: International Conference on Games and Learning Alliance

Conference proceedings info: GALA 2021.

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  • ISBN: 978-3-030-92182-8
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Table of contents (32 papers)

  1. Front Matter

    Pages i-xiv
  2. Serious Games Applications

    1. Front Matter

      Pages 1-1
    2. A Playful Learning Exercise: Kashmir Crisis

      • Charlie Murray, Hans-Wolfgang Loidl, Brian Train
      Pages 3-13
    3. Micro-games for Quick Learning of Declarative Knowledge: Preliminary Application and Usability Testing

      • Sasha Blue Godfrey, Pilar Caamaño Sobrino, Alberto Tremori
      Pages 14-22
    4. Design and Development of a VR Serious Game for Chemical Laboratory Safety

      • Philippe Chan, Tom Van Gerven, Jean-Luc Dubois, Kristel Bernaerts
      Pages 23-33
    5. Exploring Different Game Mechanics for Anti-phishing Learning Games

      • Rene Roepke, Vincent Drury, Ulrike Meyer, Ulrik Schroeder
      Pages 34-43
    6. Phishing Academy: Evaluation of a Digital Educational Game on URLs and Phishing

      • Sven Schoebel, Rene Roepke, Ulrik Schroeder
      Pages 44-53
  3. Serious Games to Improve Literacy

    1. Front Matter

      Pages 55-55
    2. Can a Serious Game Be Designed to Increase Engagement in a Mandatory Postmodern Novella at Danish Gymnasiums?

      • Mads Strømberg Petersen, Gustav Søgaard Jakobsen, Daniel Bredgaard Hendriksen, Niklas Lee Skjold Hansen, Thomas Bjørner
      Pages 57-67
    3. Using a Multi-step Research Approach to Inform the Development of a Graph Literacy Game

      • Kristian Kiili, Antero Lindstedt, Manuel Ninaus, Tua Nylén
      Pages 78-88
  4. Technology Used for Serious Games

    1. Front Matter

      Pages 89-89
    2. The Potential of Functional Near-Infrared Spectroscopy (fNIRS) for Motion-Intensive Game Paradigms

      • Thomas Kanatschnig, Guilherme Wood, Silvia Erika Kober
      Pages 91-100
    3. Adapting Autonomous Agents for Automotive Driving Games

      • Gabriele Campodonico, Francesco Bellotti, Riccardo Berta, Alessio Capello, Marianna Cossu, Alessandro De Gloria et al.
      Pages 101-110
    4. Sex Differences in User Experience in a VR EEG Neurofeedback Paradigm

      • Lisa M. Berger, Guilherme Wood, Christa Neuper, Silvia E. Kober
      Pages 111-120
    5. Validity of a Content Agnostic Game Based Stealth Assessment

      • Vipin Verma, Ashish Amresh, Scotty D. Craig, Ajay Bansal
      Pages 121-130
  5. Serious Game Usage

    1. Front Matter

      Pages 131-131
    2. Towards an Immersive Debriefing of Serious Games in Virtual Reality: A Framework Concept

      • Jonathan Degand, Guillaume Loup, Jean-Yves Didier
      Pages 143-152
    3. Exploring Higher Education Teachers’ Attitudes Towards Gamification

      • Giada Marinensi, Marc Romero Carbonell
      Pages 153-163

Other Volumes

  1. Games and Learning Alliance

About this book

This book constitutes the refereed proceedings of the 10th International Conference on Games and Learning Alliance, GALA 2021, held in La Spezia, Italy, in December 2021.
The 21 full papers and 10 short papers were carefully reviewed and selected from 50 submissions. The papers cover a broad spectrum of topics: Serious Games Applications; Serious Game to Improve Literacy; Technology used for Serious Games; Serious Game Usage; Serious Games Design.
Chapters “Cards and Roles: Co-designing Privacy Serious Games with an Online Role-Playing Boardgame" and “An Authoring Tool to Engage Younger Audiences in the Development of Nature Preservation Games: The G4N Toolkit to Game Design ”  are available open access under a Creative Commons Attribution 4.0 International License via link.springer.com.

Keywords

  • artificial intelligence
  • computer games
  • computer science
  • computer systems
  • computer vision
  • e-learning
  • education
  • engineering
  • game design
  • game theory
  • game-based learning
  • gameplay
  • Human-Computer Interaction (HCI)
  • information systems
  • interactive computer graphics
  • internet
  • learning
  • signal processing
  • user interfaces
  • videogames

Editors and Affiliations

  • NATO STO, La Spezia, Italy

    Francesca de Rosa

  • Le Mans University, Le Mans Cedex 9, France

    Iza Marfisi Schottman

  • HPU, Royal Institute of Technology, Södertälje, Sweden

    Jannicke Baalsrud Hauge

  • University of Genoa, Genoa, Italy

    Francesco Bellotti

  • Dublin Institute of Technology, Dublin, Ireland

    Pierpaolo Dondio

  • Université Côte d'Azur, Nice, France

    Margarida Romero

Bibliographic Information

Buying options

eBook USD 49.99
Price excludes VAT (USA)
  • ISBN: 978-3-030-92182-8
  • Instant PDF download
  • Readable on all devices
  • Own it forever
  • Exclusive offer for individuals only
  • Tax calculation will be finalised during checkout
Softcover Book USD 64.99
Price excludes VAT (USA)