ECGBL - Conferenza annuale su Game Based Learning

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
  • Game Designers’ Experiences with Educational Game Design Elements: From Practice to Conception!

  • A Conceptual Framework for the Development of Effective Serious Games for Learning

  • VR Simulation: Advancing Practical Skills in Computer Science Education

  • A Preliminary Study of Context Integration as A Determinant in The Effectiveness of Digital Mathematics Games

  • Games in Mathematics Education: Trends and Methodological Approaches in the Context of the Congress of European Research in Mathematics Education (CERME) Review

  • Cultural Game Jam Model: A Quadruple Helix Intervention

  • The Influence of Social Competition and Maths Anxiety on Game Performance

  • Game at School? Italian Teachers’ Perceptions of the Introduction of Games in the Classroom

  • From Designing Houses to Studying Architecture: Did Those Who Study Design Share Any Similarities in Playing the Sims Game?

  • From Consoles to Classrooms: Preliminary Insights About Pre-Service Teachers and Video Games

  • HeritageRoots: Developing Interconnected Immersive Experiences for Cultural Preservation and Education

  • Developing Graduate Attributes Through Competitive Gameplay and Learning Theories

  • A Systematic Review of Examples and the Effectiveness of Game-Based Learning Used To Teach History in K-12 Education

  • Cthink.It. A Board-game for Computational Thinking in Early Years

  • Play Your Way Into Production: Game-based Skills Development for the Screen Industries

  • Integrating Agile Methodologies and Gamification for Student Engagement and Success

  • Play with Purpose: A Heuristic Approach to Evaluating Tabletop Serious Games for Academic Integrity Education

  • CiteSaga: Conceptualisation of a Serious Game for Citation and Reference Styles

  • The Ludo-Learning Matrix: A Framework for Understanding Learning in Games

  • Empowering Neurodiverse Voices in Research Ethics through a Playful Card-Based Approach

  • Mega-games as Catalysts for Deep Experiential Learning in Higher Education

  • Advanced Gamification and Mega-games to Enhance Lifelong Learning in Higher Education

  • The Open Data Newsroom: A Game Approach for Developing Open Data Competencies in Elementary School

  • Escaping Online: Teacher Student Engagement in a Digital Escape Game

  • The use of Educational Escape Rooms in the Lifelong Training of Mathematics Teachers

  • Exploring the Affordances of Vernacular Digital Games in Developing 21st-Century Skills

  • Exploring Current Challenges and Opportunities in Media Literacy Skills for Youth: Stakeholders’ Perspectives

  • Game-based Learning Assessment: Quantifying Educational Efficacy of the EDURINO App

  • Analysing Game Data to Evaluate Children’s Learning Progress with the EDURINO App

  • Real-World Geopolitical Influences on In-Game Financial Behaviour

  • Rights Quest: A Game for Child Rights Awareness

  • Board Games and Entrepreneurial Skills Acquisition: A Mixed-Methods Study on the Efficacy of the EntreComp Framework in Higher Education

  • A Literature Review: Which, How and What for the Use of Artificial Intelligence in Gamification

  • Leveling Up Learning: Game Based Learning Initiatives in Canadian Higher Education

  • Serious Games for Vocational Training

  • What is “Learning” in Serious Game Jams? A Systematic Literature Review

  • Design and Development of an Immersive Virtual Reality Serious Game With Biofeedback for Physiological Regulation: Alice, Beyond Reality

  • Tiers of Engagement: Achieved Learning From Business Simulations Reflected in Economics Students’ Experiences

  • Integration and Promotion: Integrating Sustainability Research into Computer Science Teaching through Serious Games Assignments

  • Fun and Functional: Using Non-Digital Games to Promote Maths Engagement in Pre-service Teachers

  • Playing to Collaborate: Using Cooperative Board Games to Experience and Reflect on Collaboration in Upper Secondary Education

  • StaffsVerse: Building a Metaverse Campus Utilising the Unreal Editor for Fortnite

  • What Matters to Patients: Community-Engaged Design for Healthcare-Related Serious Games

  • Game-based Learning for History: Student Perceptions and Preferences

  • Primary Education’s Stakeholders Behavioural Intention to use Prospective Game-based Learning for Waste Awareness

  • Community, Socialisation, and Empowerment in Cultural Game Jams with Youth Citizens

  • Harnessing the Power of Gaming to Influence Policies Addressing Climate Change

  • The Impact of Language and Social Communication on the Sense of Belonging among International Students Using ScLINGO Application

  • Games Design Frameworks: A Novel Approach for Games Design Pedagogy

  • Comparison of two Different Game Mechanics Applied to Learning of Electromagnetism

  • Breaking Math Anxiety: A Success Story From an Indian Government School

  • Repositioning Vulnerable Youth Through Educational Esports Programmes

  • “Open World” Texts: A Framework for Analyzing Recombinatory Writing Games (RWGs)

  • Embedding Psychology Themes in University Induction Using a Digital Escape Game

  • Enhancing Team Cohesion Through a Custom MOBA Game: Development, Implementation & Impact

  • Digital Educational Escape Rooms as E-courses Using D-EER4SmL: Investigation of Motivational Affordances

  • Design and Evaluation of the Digital Algebra Game for Children

  • The Ideological Dilemma in Using Games in Global Citizenship and Development Education

  • Engagement Strategies in a Peer-quizzing Game: Investigating Student Interactions and Powergaming

  • New Age Mages: An Interactive Way to Explore and Subvert Gender Biases

  • Cybersecurity on the Move: Investigating the Efficacy of a Movable Escape Room as an Educational Tool for Healthcare Employees

  • A Platform of Serious Video Games Co-built for the General Interest

  • Game-based Training of Cognitive Functions: An Exploratory Study Involving Seniors in Switzerland

  • Gaming the Industrial Revolution. Participatory design with historical data for classroom learning

  • Design Insights for Developing Deepfakes Awareness Games for Adolescents

  • Design Framework for VR Games in the Police Domain

  • A Child-Centred Design Evaluation of a Learning Game to Improve Children’s Legal Capability

  • A Pilot Study: Engineering Students Use Generative AI to support the development of playful educational technology

  • Understanding Stakeholder Perspectives: Towards the Design of a Serious Game for Positive Energy Districts

  • The Game of Dominoes as Teaching-learning Method of Basic Concepts of Differential Calculus

  • Bending Rules, Telling Stories: Convivial Game Design Approaches for Engaging With Futures

  • Explore!: An Educational Game for Developing Programming Skills and Algorithmic Thinking

  • Game Lab Innovations in Education: Insights from a Board Game Design Project

  • Beyond the Digital: Analogue Games´ Creative Potential in Deepening Data Literacy

  • What Educational Escape Rooms can Learn from the World’s Best Rooms

  • Game-Based Learning as a Tool for Teaching Ethical AI to Youth: Insights from the CHARLIE Project

  • Game-based Learning for Science Education in Institutional Care Settings in Northwestern Mexico

  • Game-based Pedagogy in Teacher Training: Results of a Pilot Course

  • When Games get in the way: Gamification Approach for Teaching Maths – A Case Study With Undergraduate Tourism Students

  • Abuzaharen’s Challenge: Building Sustainability Competencies through Science-Fiction Narratives and Game-based Learning

  • Sustainable Sip: Learning Concepts Of Business Sustainability Through A Hybrid Game

  • Mastering the Game: How Level Structure and Game Elements Shape Competency Acquisition

  • Escaping the Bondage of Bullying: A Game-based Learning Approach

  • Idea Generation Game Design Tool for Health Behavior Change Games

  • Renewing Systems Analysis: The Impact of Game-Based Learning on Repeating Students

  • Gamified Networked Learning Environments in Higher Education: A Study on Student Engagement and Value Creation in Computer Science

  • Reaching Student Engagement by Balancing Gamification and Challenges in the Minor Serious Gaming

  • The Expert, The Novice, and The Skeptic: Game Literacy and Pedagogical Practice

  • Training for Board Game-based Learning: Evaluation Model and Preliminary Results From a National Program in Italy

  • Examining the Efficacy of a Physical Board Game for Geometric Transformations

  • Do Video Games Enhance Competencies & Skills? Study Case: Civil Engineering Students

  • Talking to Machado de Assis: Generative Artificial Intelligence to Simulate Dialogues with Prominent Figures

  • Media at a Crossroads: Where Streaming, Games, Culture and Learning Meet

  • Unified Effort: Developing a Mixed Reality Serious Game for Collaborative Crisis Management Training

  • Limes (the Roman Frontier): Developing a Video Game for History Learning

  • Exploring Play as the Nexus of Games and Playfulness

  • Design of a Serious Game to Teach Esports Concepts and Career Pathways

  • Designing Games for GDPR: Negotiating Understandings of GDPR in EU Schools.

  • Rekindling Connections to Languages through Socio-Cultural Immersion Using Game-Based Learning and Virtual Reality: Cipher VR Case Study

  • Progress Visualisation, Competition, and Collaboration in Digital Game-based Learning as Audience (DGBL-AA)

  • Monopoly Reimagined: Cultivating Gaming Literacy for Tackling Real-World Complexities

  • Learning from Designing a Board Game for Policy Thinking in Computer Science

  • Construction Education through Virtual Reality: A Game-based Approach for Interior Architecture Students

  • Acceptance and use of Video Games for Education by Secondary School Teachers

  • Impact of Digital Game-based Learning Experiences on Reasoning Skills and Science Engagement

  • A Simulation-based Education Platform for Security Investments Through Culture and Knowledge Convergence

  • Gamification Powered by a Large Language Model to Enhance Flipped Classroom Learning in Undergraduate Computer Science

  • An Antibullying and Therapeutic Interactive Visual Novel: TheraBuddy

  • Unleashing Creativity Through Paidia: Free Play in Learning and Work

  • Impact of LEGO® Based Therapy on Skills Development and Quality of Life in People with Neurodevelopmental Disorders.

  • Investigating the Role of Adaptivity in Video Games for Attitude Change

  • Integrating Learning and Serious Game Design: The Development and Application of the Learning and Game Integration (LGI) Framework using the ‘Blackout’ Serious Game

  • Children’s Expressed Emotions During Playful Learning Games

  • Game-design Workshops with Co-creation Toolkit to Support Game-based Learning for Heritage Museum

  • Fostering Inclusivity and Creativity: A Card Game for Color Perception and Inclusion

  • Exploring the Relationship Between Challenge and Reward for Game Based Learning

  • Educational Gaming and Situational Interest for Higher Education Students

  • WeAreEurope SD : A playful Sustainable Development Education Approach for Primary School Level

  • Gamification for Sustainable Management Education: Prosper Management Edition’s Role in South Africa’s Climate Policy Engagement

  • Viral Sphere: Fostering Healthy Social Media Practice Through Playful Simulation

  • A Virtual 3D Chemistry Escape Room for Exam Preparations

  • The Circular Game: The Impact of Gaming on Sustainable Behaviour

  • Boardcraft: Learning the Art of Strategic Decision-Making Card by Card

  • Digitising a Card Game for Teaching Pragmatic Markers

  • Reflecting on Current State and Future Research of Empathy Assessment and Development within the Game- Based Learning Community

  • Indie Games for Ethical and Socioemotional Development in Secondary Education

  • Bridging Theory and Practice in Military Education Through Advanced Technologies

  • Young Gamers Outside Education, Employment or Training: Translating Computer Gaming Skills to Job Relevant Competencies

  • Didactic and Psychological Principles of Successful Design of Serious Games

  • Serious Games in EDI Education: A Preliminary Discursive Literature

  • From Boring Tests to Engaging Adventures: A Game-Based Learning Approach in LMS

  • Virtual Simulation Games in Entrepreneurship Education: Status Quo and Prospects

  • Towards AI-assisted Board Game-based Learning: Assessing LLMs in Game Personalisation

  • Utilizing a Digital Escape Room to Improve Students’ Grasp and Understanding of Qualitative Research Methods

  • There’s More than One Way to Skin a Game: Templating Game-Based Learning

  • A Serious Game for the Digital Transformation of Organizations

  • Exploring Mars: An Immersive Survival Game for Planetary Education

  • Design of a Conversational Adventure app to Promote Argumentation in Science

  • Serious Games for Education and Training in the Humanitarian Sector: State of the Art

  • Enhancing Digital Game-Based Learning Through Reflective Game Design (RGD)

  • Mr. Tumbles’ Maya and the Multiplicity of Personas: Leveraging Illusion and Reality in Educational Game Design for SEN Language Learners

  • Enhancing Algorithmic Thinking Skills through Phygital Games: The Case of Space Codyssey

  • Traditional Quizzing with a Twist: Involving University Students in the Development Process

https://papers.academic-conferences.org/index.php/ecgbl/issue/view/37