# ECGBL - Conferenza annuale su Game Based Learning

**URL:** <https://community.fem.digital/t/ecgbl-conferenza-annuale-su-game-based-learning/1699>\
**Category:** Game-Based Learning\
**Tags:** gbl, ricerca, conferenza\
**Created:** [20 Dicembre 2024, 2:39pm UTC](https://community.fem.digital/t/ecgbl-conferenza-annuale-su-game-based-learning/1699 "2024-12-20T14:39:32Z")\
**Posts on this page:** 1\
**Page:** 1

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**Author:** ![stefano.cecere](https://dub1.discourse-cdn.com/flex005/user_avatar/community.fem.digital/stefano.cecere/32/66_2.png) [@stefano.cecere](https://community.fem.digital/u/stefano.cecere)\
**Post date:** [20 Dicembre 2024, 2:39pm UTC](https://community.fem.digital/t/ecgbl-conferenza-annuale-su-game-based-learning/1699/1 "2024-12-20T14:39:32Z")

</div>

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