A inizio ottobre si è tenuta in Danimarca la 18esima conferenza sul Game Based Learning.
Ecco qui una sintesi:
Sintesi
In un contesto in cui la formazione avviene sia nei corsi iniziali che nella formazione continua permanente, l’uso dei giochi offre un modo per promuovere un apprendimento efficace e sostenibile: per sua stessa natura, questo mezzo è un’opera aperta in cui i giocatori possono essere coinvolti e dare un senso al loro apprendimento.
Ikigai - Games for Citizens offre un ecosistema unico per creare videogiochi seri ed esperti e offrirli gratuitamente a persone che vogliono imparare divertendosi, oltre a produrre un set di dati correlati all’apprendimento che possono essere utilizzati per la ricerca e la personalizzazione dei corsi di formazione.
Riunendo università, Grandes Ecoles, laboratori di ricerca, associazioni e istituzioni, Ikigai è un consorzio collaborativo di interesse generale, che implementa la co-costruzione di servizi di videogiochi tra esperti scientifici, professionisti dei videogiochi e ingegneri educativi. Insieme, stanno producendo una piattaforma centralizzata di giochi seri e servizi associati che possono essere utilizzati dagli insegnanti a un costo moderato mettendo in comune le risorse: i mattoni di ogni gioco possono essere riutilizzati in altri giochi sviluppati. Il consorzio si impegna per l’interesse generale e l’istruzione popolare rendendo i giochi disponibili gratuitamente ai membri e al pubblico in generale.
Qui il documento finale della conferenza. è molto ampio (140 contributi in 1200 pagine).
Indice
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Game Designers’ Experiences with Educational Game Design Elements: From Practice to Conception!
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A Conceptual Framework for the Development of Effective Serious Games for Learning
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VR Simulation: Advancing Practical Skills in Computer Science Education
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A Preliminary Study of Context Integration as A Determinant in The Effectiveness of Digital Mathematics Games
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Games in Mathematics Education: Trends and Methodological Approaches in the Context of the Congress of European Research in Mathematics Education (CERME) Review
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Cultural Game Jam Model: A Quadruple Helix Intervention
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The Influence of Social Competition and Maths Anxiety on Game Performance
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Game at School? Italian Teachers’ Perceptions of the Introduction of Games in the Classroom
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From Designing Houses to Studying Architecture: Did Those Who Study Design Share Any Similarities in Playing the Sims Game?
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From Consoles to Classrooms: Preliminary Insights About Pre-Service Teachers and Video Games
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HeritageRoots: Developing Interconnected Immersive Experiences for Cultural Preservation and Education
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Developing Graduate Attributes Through Competitive Gameplay and Learning Theories
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A Systematic Review of Examples and the Effectiveness of Game-Based Learning Used To Teach History in K-12 Education
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Cthink.It. A Board-game for Computational Thinking in Early Years
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Play Your Way Into Production: Game-based Skills Development for the Screen Industries
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Integrating Agile Methodologies and Gamification for Student Engagement and Success
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Play with Purpose: A Heuristic Approach to Evaluating Tabletop Serious Games for Academic Integrity Education
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CiteSaga: Conceptualisation of a Serious Game for Citation and Reference Styles
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The Ludo-Learning Matrix: A Framework for Understanding Learning in Games
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Empowering Neurodiverse Voices in Research Ethics through a Playful Card-Based Approach
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Mega-games as Catalysts for Deep Experiential Learning in Higher Education
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Advanced Gamification and Mega-games to Enhance Lifelong Learning in Higher Education
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The Open Data Newsroom: A Game Approach for Developing Open Data Competencies in Elementary School
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Escaping Online: Teacher Student Engagement in a Digital Escape Game
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The use of Educational Escape Rooms in the Lifelong Training of Mathematics Teachers
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Exploring the Affordances of Vernacular Digital Games in Developing 21st-Century Skills
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Exploring Current Challenges and Opportunities in Media Literacy Skills for Youth: Stakeholders’ Perspectives
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Game-based Learning Assessment: Quantifying Educational Efficacy of the EDURINO App
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Analysing Game Data to Evaluate Children’s Learning Progress with the EDURINO App
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Real-World Geopolitical Influences on In-Game Financial Behaviour
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Rights Quest: A Game for Child Rights Awareness
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Board Games and Entrepreneurial Skills Acquisition: A Mixed-Methods Study on the Efficacy of the EntreComp Framework in Higher Education
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A Literature Review: Which, How and What for the Use of Artificial Intelligence in Gamification
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Leveling Up Learning: Game Based Learning Initiatives in Canadian Higher Education
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Serious Games for Vocational Training
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What is “Learning” in Serious Game Jams? A Systematic Literature Review
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Design and Development of an Immersive Virtual Reality Serious Game With Biofeedback for Physiological Regulation: Alice, Beyond Reality
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Tiers of Engagement: Achieved Learning From Business Simulations Reflected in Economics Students’ Experiences
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Integration and Promotion: Integrating Sustainability Research into Computer Science Teaching through Serious Games Assignments
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Fun and Functional: Using Non-Digital Games to Promote Maths Engagement in Pre-service Teachers
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Playing to Collaborate: Using Cooperative Board Games to Experience and Reflect on Collaboration in Upper Secondary Education
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StaffsVerse: Building a Metaverse Campus Utilising the Unreal Editor for Fortnite
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What Matters to Patients: Community-Engaged Design for Healthcare-Related Serious Games
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Game-based Learning for History: Student Perceptions and Preferences
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Primary Education’s Stakeholders Behavioural Intention to use Prospective Game-based Learning for Waste Awareness
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Community, Socialisation, and Empowerment in Cultural Game Jams with Youth Citizens
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Harnessing the Power of Gaming to Influence Policies Addressing Climate Change
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The Impact of Language and Social Communication on the Sense of Belonging among International Students Using ScLINGO Application
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Games Design Frameworks: A Novel Approach for Games Design Pedagogy
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Comparison of two Different Game Mechanics Applied to Learning of Electromagnetism
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Breaking Math Anxiety: A Success Story From an Indian Government School
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Repositioning Vulnerable Youth Through Educational Esports Programmes
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“Open World” Texts: A Framework for Analyzing Recombinatory Writing Games (RWGs)
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Embedding Psychology Themes in University Induction Using a Digital Escape Game
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Enhancing Team Cohesion Through a Custom MOBA Game: Development, Implementation & Impact
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Digital Educational Escape Rooms as E-courses Using D-EER4SmL: Investigation of Motivational Affordances
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Design and Evaluation of the Digital Algebra Game for Children
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The Ideological Dilemma in Using Games in Global Citizenship and Development Education
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Engagement Strategies in a Peer-quizzing Game: Investigating Student Interactions and Powergaming
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New Age Mages: An Interactive Way to Explore and Subvert Gender Biases
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Cybersecurity on the Move: Investigating the Efficacy of a Movable Escape Room as an Educational Tool for Healthcare Employees
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A Platform of Serious Video Games Co-built for the General Interest
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Game-based Training of Cognitive Functions: An Exploratory Study Involving Seniors in Switzerland
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Gaming the Industrial Revolution. Participatory design with historical data for classroom learning
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Design Insights for Developing Deepfakes Awareness Games for Adolescents
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Design Framework for VR Games in the Police Domain
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A Child-Centred Design Evaluation of a Learning Game to Improve Children’s Legal Capability
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A Pilot Study: Engineering Students Use Generative AI to support the development of playful educational technology
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Understanding Stakeholder Perspectives: Towards the Design of a Serious Game for Positive Energy Districts
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The Game of Dominoes as Teaching-learning Method of Basic Concepts of Differential Calculus
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Bending Rules, Telling Stories: Convivial Game Design Approaches for Engaging With Futures
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Explore!: An Educational Game for Developing Programming Skills and Algorithmic Thinking
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Game Lab Innovations in Education: Insights from a Board Game Design Project
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Beyond the Digital: Analogue Games´ Creative Potential in Deepening Data Literacy
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What Educational Escape Rooms can Learn from the World’s Best Rooms
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Game-Based Learning as a Tool for Teaching Ethical AI to Youth: Insights from the CHARLIE Project
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Game-based Learning for Science Education in Institutional Care Settings in Northwestern Mexico
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Game-based Pedagogy in Teacher Training: Results of a Pilot Course
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When Games get in the way: Gamification Approach for Teaching Maths – A Case Study With Undergraduate Tourism Students
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Abuzaharen’s Challenge: Building Sustainability Competencies through Science-Fiction Narratives and Game-based Learning
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Sustainable Sip: Learning Concepts Of Business Sustainability Through A Hybrid Game
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Mastering the Game: How Level Structure and Game Elements Shape Competency Acquisition
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Escaping the Bondage of Bullying: A Game-based Learning Approach
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Idea Generation Game Design Tool for Health Behavior Change Games
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Renewing Systems Analysis: The Impact of Game-Based Learning on Repeating Students
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Gamified Networked Learning Environments in Higher Education: A Study on Student Engagement and Value Creation in Computer Science
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Reaching Student Engagement by Balancing Gamification and Challenges in the Minor Serious Gaming
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The Expert, The Novice, and The Skeptic: Game Literacy and Pedagogical Practice
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Training for Board Game-based Learning: Evaluation Model and Preliminary Results From a National Program in Italy
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Examining the Efficacy of a Physical Board Game for Geometric Transformations
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Do Video Games Enhance Competencies & Skills? Study Case: Civil Engineering Students
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Talking to Machado de Assis: Generative Artificial Intelligence to Simulate Dialogues with Prominent Figures
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Media at a Crossroads: Where Streaming, Games, Culture and Learning Meet
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Unified Effort: Developing a Mixed Reality Serious Game for Collaborative Crisis Management Training
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Limes (the Roman Frontier): Developing a Video Game for History Learning
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Exploring Play as the Nexus of Games and Playfulness
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Design of a Serious Game to Teach Esports Concepts and Career Pathways
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Designing Games for GDPR: Negotiating Understandings of GDPR in EU Schools.
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Rekindling Connections to Languages through Socio-Cultural Immersion Using Game-Based Learning and Virtual Reality: Cipher VR Case Study
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Progress Visualisation, Competition, and Collaboration in Digital Game-based Learning as Audience (DGBL-AA)
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Monopoly Reimagined: Cultivating Gaming Literacy for Tackling Real-World Complexities
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Learning from Designing a Board Game for Policy Thinking in Computer Science
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Construction Education through Virtual Reality: A Game-based Approach for Interior Architecture Students
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Acceptance and use of Video Games for Education by Secondary School Teachers
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Impact of Digital Game-based Learning Experiences on Reasoning Skills and Science Engagement
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A Simulation-based Education Platform for Security Investments Through Culture and Knowledge Convergence
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Gamification Powered by a Large Language Model to Enhance Flipped Classroom Learning in Undergraduate Computer Science
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An Antibullying and Therapeutic Interactive Visual Novel: TheraBuddy
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Unleashing Creativity Through Paidia: Free Play in Learning and Work
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Impact of LEGO® Based Therapy on Skills Development and Quality of Life in People with Neurodevelopmental Disorders.
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Investigating the Role of Adaptivity in Video Games for Attitude Change
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Integrating Learning and Serious Game Design: The Development and Application of the Learning and Game Integration (LGI) Framework using the ‘Blackout’ Serious Game
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Children’s Expressed Emotions During Playful Learning Games
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Game-design Workshops with Co-creation Toolkit to Support Game-based Learning for Heritage Museum
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Fostering Inclusivity and Creativity: A Card Game for Color Perception and Inclusion
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Exploring the Relationship Between Challenge and Reward for Game Based Learning
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Educational Gaming and Situational Interest for Higher Education Students
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WeAreEurope SD : A playful Sustainable Development Education Approach for Primary School Level
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Gamification for Sustainable Management Education: Prosper Management Edition’s Role in South Africa’s Climate Policy Engagement
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Viral Sphere: Fostering Healthy Social Media Practice Through Playful Simulation
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A Virtual 3D Chemistry Escape Room for Exam Preparations
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The Circular Game: The Impact of Gaming on Sustainable Behaviour
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Boardcraft: Learning the Art of Strategic Decision-Making Card by Card
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Digitising a Card Game for Teaching Pragmatic Markers
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Reflecting on Current State and Future Research of Empathy Assessment and Development within the Game- Based Learning Community
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Indie Games for Ethical and Socioemotional Development in Secondary Education
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Bridging Theory and Practice in Military Education Through Advanced Technologies
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Young Gamers Outside Education, Employment or Training: Translating Computer Gaming Skills to Job Relevant Competencies
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Didactic and Psychological Principles of Successful Design of Serious Games
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Serious Games in EDI Education: A Preliminary Discursive Literature
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From Boring Tests to Engaging Adventures: A Game-Based Learning Approach in LMS
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Virtual Simulation Games in Entrepreneurship Education: Status Quo and Prospects
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Towards AI-assisted Board Game-based Learning: Assessing LLMs in Game Personalisation
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Utilizing a Digital Escape Room to Improve Students’ Grasp and Understanding of Qualitative Research Methods
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There’s More than One Way to Skin a Game: Templating Game-Based Learning
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A Serious Game for the Digital Transformation of Organizations
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Exploring Mars: An Immersive Survival Game for Planetary Education
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Design of a Conversational Adventure app to Promote Argumentation in Science
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Serious Games for Education and Training in the Humanitarian Sector: State of the Art
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Enhancing Digital Game-Based Learning Through Reflective Game Design (RGD)
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Mr. Tumbles’ Maya and the Multiplicity of Personas: Leveraging Illusion and Reality in Educational Game Design for SEN Language Learners
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Enhancing Algorithmic Thinking Skills through Phygital Games: The Case of Space Codyssey
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Traditional Quizzing with a Twist: Involving University Students in the Development Process
https://papers.academic-conferences.org/index.php/ecgbl/issue/view/37