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دانلود کتاب Games and Learning Alliance: 12th International Conference, GALA 2023, Dublin, Ireland, November 29 – December 1, 2023, Proceedings (Lecture Notes in Computer Science)

دانلود کتاب اتحاد بازی ها و یادگیری: دوازدهمین کنفرانس بین المللی، گالا 2023، دوبلین، ایرلند، 29 نوامبر - 1 دسامبر 2023، مجموعه مقالات (یادداشت های سخنرانی در علوم کامپیوتر)

Games and Learning Alliance: 12th International Conference, GALA 2023, Dublin, Ireland, November 29 – December 1, 2023, Proceedings (Lecture Notes in Computer Science)

مشخصات کتاب

Games and Learning Alliance: 12th International Conference, GALA 2023, Dublin, Ireland, November 29 – December 1, 2023, Proceedings (Lecture Notes in Computer Science)

ویرایش:  
نویسندگان: , , , , , ,   
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ISBN (شابک) : 3031490649, 9783031490644 
ناشر: Springer 
سال نشر: 2023 
تعداد صفحات: 492
[481] 
زبان: English 
فرمت فایل : PDF (درصورت درخواست کاربر به PDF، EPUB یا AZW3 تبدیل می شود) 
حجم فایل: 40 Mb 

قیمت کتاب (تومان) : 46,000



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در صورت تبدیل فایل کتاب Games and Learning Alliance: 12th International Conference, GALA 2023, Dublin, Ireland, November 29 – December 1, 2023, Proceedings (Lecture Notes in Computer Science) به فرمت های PDF، EPUB، AZW3، MOBI و یا DJVU می توانید به پشتیبان اطلاع دهید تا فایل مورد نظر را تبدیل نمایند.

توجه داشته باشید کتاب اتحاد بازی ها و یادگیری: دوازدهمین کنفرانس بین المللی، گالا 2023، دوبلین، ایرلند، 29 نوامبر - 1 دسامبر 2023، مجموعه مقالات (یادداشت های سخنرانی در علوم کامپیوتر) نسخه زبان اصلی می باشد و کتاب ترجمه شده به فارسی نمی باشد. وبسایت اینترنشنال لایبرری ارائه دهنده کتاب های زبان اصلی می باشد و هیچ گونه کتاب ترجمه شده یا نوشته شده به فارسی را ارائه نمی دهد.


توضیحاتی در مورد کتاب اتحاد بازی ها و یادگیری: دوازدهمین کنفرانس بین المللی، گالا 2023، دوبلین، ایرلند، 29 نوامبر - 1 دسامبر 2023، مجموعه مقالات (یادداشت های سخنرانی در علوم کامپیوتر)

این جلد LNCS مجموعه مقالات دوازدهمین کنفرانس بین‌المللی، GALA 2023، در دوبلین، ایرلند است که در نوامبر/دسامبر 2023 برگزار شد. مقالات موجود در این کتاب در شش دسته سازماندهی شده است که منعکس کننده تنوع رویکردهای نظری و حوزه های کاربردی تحقیق در بازی های جدی است: 1. بازی های جدی و طراحی بازی 2. تجربه کاربر، ارزیابی کاربر و تحلیل کاربر در بازی های جدی 3. بازی های جدی برای آموزش 4. بازی های جدی برای سلامتی، رفاه و تغییرات اجتماعی 5. ارزیابی و ارزیابی عناصر بازی های جدی 6. پوسترها.


توضیحاتی درمورد کتاب به خارجی

This LNCS volume constitutes the proceedings of 12th International Conference, GALA 2023, in Dublin, Ireland, held during November/December 2023. The 36 full papers and 13 short papers were carefully reviewed and selected from 88 submissions. The papers contained in this book have been organized into six categories, reflecting the variety of theoretical approaches and application domains of research into serious games: 1. The Serious Games and Game Design 2. User experience, User Evaluation and User Analysis in Serious Games 3. Serious Games for Instruction 4. Serious Games for Health, Wellbeing and Social Change 5. Evaluating and Assessing Serious Games Elements 6. Posters



فهرست مطالب

Preface
Organization
Contents
Serious Games for Instruction
An Engaging Serious Game that Strengthens High School Students’ Understanding of the Periodic Table
	1 Introduction
	2 Previous Research
	3 Methods
		3.1 Participants
		3.2 Procedure and Data Analysis
	4 Design and Implementation
	5 Findings
		5.1 Knowledge Test and Log Data
		5.2 Engagement
		5.3 Qualitative Findings
	6 Conclusion
	References
EscapeCell: Serious Game Integration to a University Biology Course on an E-Learning Platform
	1 Introduction
	2 State of the Art and Scientific Positioning
	3 Serious Game EscapeCell
		3.1 Objectives and Challenges of the Cell Biology Course
		3.2 EscapeCell
		3.3 Design Method
	4 Experimentation
		4.1 Hypothesis
		4.2 Experimental Protocol
	5 Results of the Study
		5.1 Results for H1: Effect of EscapeCell on the Final Exam Results
		5.2 Results for H2: Usefulness of Blob
		5.3 Results for H3: Effects of the Bonus Information Modules on the Exam
		5.4 Limitations
	6 Conclusion
	References
Using Meaningful Choices and Uncertainty to Increase Player Agency in a Cybersecurity Seminar Game
	1 Introduction
	2 Theoretical Background
		2.1 Agency and Meaningful Choice in Games
		2.2 Seminar Games: Use and Design
	3 Game Design
		3.1 Context of Use
		3.2 Game Premise
		3.3 New Core Loop
	4 Game Evaluation
		4.1 Player Experience
		4.2 Recommendations for Future Design
	5 Conclusion
	References
Yabusame!!! - Historical Japanese Cross Scroll Meets VR
	1 Introduction
	2 Related Work
	3 Cultural Background
	4 Yabusame!!! - Game Design
		4.1 Didactic Goals
		4.2 Game Design
		4.3 Exhibition Design
	5 UserStudy
		5.1 Hypothesis
		5.2 Study Design
		5.3 Results
	6 Conclusion
	References
Astral Body: A Virtual Reality Game for Body Ownership Investigation
	1 Introduction
	2 Related Work
		2.1 The Self and Body Ownership
		2.2 Virtual Reality and Body Ownership
	3 Game Design
		3.1 Synopsis
		3.2 Main Design Choices
		3.3 Asynchrony Injection
		3.4 Specific Game Mechanics
		3.5 Data Collection
		3.6 Game Style
	4 Game Evaluation
		4.1 Experimental Settings
		4.2 Results
		4.3 Discussion
	5 Conclusions
	References
Towards a Competitive Two-Player Anti-phishing Learning Game
	1 Motivation
	2 Theoretical Background and Related Work
	3 Game Design Requirements
	4 Implementation
	5 User Evaluation
	6 Discussion and Future Work
	References
The Design and Implementation of Biological Evolution as a Video Game Mechanic
	1 Introduction
	2 Polymorphic Games
	3 Evolution as a Game Mechanic
		3.1 Variation
		3.2 Inheritance
		3.3 Selection
		3.4 Time
	4 Limitations
	5 Conclusion
	References
The Nurse’s Knowledge Bank: A Serious Knowledge Elicitation and Evaluation Game
	1 Introduction
		1.1 Problem Statement
		1.2 Nursing Knowledge
		1.3 Serious Games in Nursing
	2 Research Approach
		2.1 Methodology
		2.2 Participants
	3 The Nurse’s Knowledge Bank
		3.1 Introduction
		3.2 Evaluation of knowledge
	4 Conclusion
	References
eKinomy: Designing a Serious Game to Promote Economic Decision-Making Skills from Elementary Level
	1 Introduction
	2 Related Work
	3 The Game
		3.1 Background
		3.2 Game Description
		3.3 Incorporating Learning Theories into the Game
		3.4 Gameplay
	4 Discussion
		4.1 Expected Positive Effects on Learning
		4.2 Challenges and Opportunities
	5 Future Work
	6 Conclusion
	References
A Reusable Serious Game Model for Natural Hazard Risk Communication: Evaluation of a Tsunami-Focused Case Study
	1 Introduction
	2 Communicating Risk: Pedagogic Approaches and SGs
		2.1 Risks and Uncertainty
		2.2 Focusing on Children
		2.3 Pedagogic Considerations
	3 Game Concept
		3.1 Game Concept Development
		3.2 Working Concept Prototype
	4 Concept Prototype Evaluation
		4.1 Method and Results
		4.2 Results
	5 Conclusion
	References
Serious Games for Health, Wellbeing and Social Impact
Does Players' Prosocial Behavior in Computer Game Predict Their Well-Being in Real Life?
	1 Introduction
		1.1 Consistency of Behaviors in Serious Games and Real-Life Settings
		1.2 Prosocial Behaviors and Well-Being
		1.3 The Current Study
	2 Experiment
		2.1 Measurements
		2.2 Game Environment
		2.3 Procedures
		2.4 Participants
	3 Results
		3.1 Number of Assists in Each Condition
		3.2 Effect of Prosociality and Assist Behavior in Game
	4 Discussion and Conclusions
	References
Pro(f)Social: A Serious Game to Counter Cyberbullying
	1 Introduction
		1.1 Cyberbullying and the Role of Teachers
		1.2 Serious Games to Counter Cyberbullying
	2 Pro(f)Social, the Game
		2.1 Conceptualizing and Developing the Game
		2.2 Providing Context in the Game
		2.3 Identifying Warning Signs During Gameplay
		2.4 Measuring Moral (Dis)engagement and Bystander Intervention During Gameplay
		2.5 Measuring Empathic Concern, Emotion and Emotion Regulation During Gameplay
		2.6 Feedback Provided During Gameplay and at the End of the Game
	3 User Study
		3.1 Sample Characteristics
		3.2 Instruments and Procedures
		3.3 Data Analysis
		3.4 Results
	4 Conclusions
	References
Balancing Inequalities: A Board Game for Young People from Coastal Communities to Discuss Plausible Futures
	1 Introduction
	2 Related Work and Research Background
		2.1 Young People and the Future
		2.2 Discussing Futures and Inequalities via Games for Serious Contexts
	3 Gamifying Plausible Futures
		3.1 Developing Scenarios: Plausible Futures
		3.2 Extracting and Identifying Game Design Elements
	4 The Game
		4.1 Collaboration, Competition, or Both?
		4.2 Identifying the Nature of Conflict and Game Balancing
	5 Conclusion and Next Steps
	References
The C3C Game: Serious Games and Community-Centered Design for Improved Pandemic Decision Making
	1 Introduction
	2 Crisis and Decision Making Serious Games
	3 The C3C Game
	4 Design Approach
	5 First Pandemic Preparedness Exercise
	6 Conclusion
	References
JOYRIDE: Mobile Robot-Integrated Gamified Exercise Tour for Increasing Physical Activity Among Elderly People
	1 Introduction
		1.1 Role of Physical Activity for the Elderly
		1.2 Gameful Technology for Motivating Physical Activity
	2 Practical Implementation
		2.1 Mobile Robot System
		2.2 User Interface
		2.3 Gameful Approach for Exercising
	3 User Study for JOYRIDE
	4 Observation Results and Discussion
		4.1 Starting the Ride and Understanding the Instructions
		4.2 Interaction with the Robot
		4.3 Feelings, Expressions, and Comments
	5 Conclusions
	References
The Gamification Elements Speech-Language Pathologists Use to Motivate Children for Speech Therapy Training
	1 Introduction
	2 Methods
		2.1 Study Design and Participants
		2.2 Analysis
	3 Results and Discussion
	4 Conclusions
	Appendix
	Participation Request
	References
Application of a Serious Game for Emotion Elicitation Under Socio-Economic and Trust Based Decision-Making Scenarios for Autistic Adolescents
	1 Introduction
	2 The Game Design
		2.1 Game Storyline, Dynamics and Mechanics
		2.2 UI Elements
		2.3 Decision-Making Interactions
	3 Data Collection Using the Game
		3.1 The Experiment
		3.2 Analysis of the Collected Data
	4 Conclusion
	References
User Experience, User Analysis and User Assessment in Serious Games
Not (Only) a Matter of Position: Player Traits Which Influence the Experience with the Leaderboard in a Digital Maths Game
	1 Introduction
	2 Methods
	3 Results
	4 Discussion
	5 Conclusions
	References
An AI Approach for Analyzing Driving Behaviour in Simulated Racing Using Telemetry Data
	1 Introduction
	2 Data and Methods
		2.1 Apparatus
		2.2 Data Analysis
	3 Results
		3.1 Performance Level Analysis
		3.2 Driving Patterns Analysis
	4 Conclusion
	References
The Influence of Personality Traits and Game Design Elements on Player Enjoyment: An Empirical Study on GWAPs for Linguistics
	1 Introduction
	2 Related Work
	3 Methodology
		3.1 GWAPs and Game Design Elements
		3.2 Participants
		3.3 Measurement
	4 Personality Traits, Game Design Elements and Player Enjoyment
		4.1 Player Enjoyment and Perceptions on GDE Implementation
		4.2 Player Enjoyment and GDE Preferences
	5 Conclusions
	References
UX and Serious Games—A Research Agenda
	1 Introduction
	2 Methodology
	3 Concepts
	4 Results
	5 Discussion
	6 Research Agenda
	7 Limitations
	References
Does Playing Video Games Give a Child an Advantage in Digital Game-Based Learning?
	1 Introduction
	2 Methods
	3 Results
		3.1 Impact on Academic Achievements and Maths Anxiety
		3.2 Impact of Video Game Habits on the DGBL Intervention
	4 Discussion
	5 Conclusion
	References
Are Game Elements Fueling Learners’ Motivation via Positive Affect?
	1 Introduction and Theoretical Background
	2 Methods
	3 Results
	4 Discussion
	References
An Introduction to Game-Based Competence Assessment Based on Cognitive Diagnostic Models
	1 Introduction
		1.1 Cognitive Diagnostic Models and Knowledge Space Theory
		1.2 Modelling the Domain of Fraction Arithmetic
		1.3 Mathiade: A Gamified Math Competition
	2 Study Implementation
		2.1 Participants
		2.2 Procedure and Materials
	3 Results
	4 Discussion
	References
A Teacher-Configurable Scoring System for Serious Games
	1 Introduction
	2 Related Works
		2.1 Scoring System Management
		2.2 Adaptability
	3 Methodology
		3.1 Simulation Engine
		3.2 Golden Action
		3.3 Player Action
		3.4 Score Computation
		3.5 Use Case
	4 Discussion
	5 Conclusion
	References
Evaluating and Assessing Serious Games Elements
Exploring Immersive Learning Environments in Human-Robot Interaction Use Cases
	1 Introduction
	2 Related Work
	3 Theoretical Framework
	4 Methodology
	5 Results
		5.1 Modality
		5.2 Risks
		5.3 Learning Outcomes
	6 Discussion
		6.1 Modality
		6.2 Risks
		6.3 Learning Outcomes
	7 Limitations
	8 Conclusion
	9 Future Research
	References
Skill Check: Some Considerations on the Evaluation of Gamemastering Models for Role-Playing Games
	1 Introduction
	2 Previous Work
	3 A List of Gamemastering Challenges
	4 How to Evaluate Such Models?
		4.1 GM-P-GM Pattern
		4.2 Item Tracking
		4.3 Map Design
	5 Large Language Models as Out-of-the-Box GMs
		5.1 Quantitative Results
		5.2 Qualitative Observations
		5.3 Limitations
	6 Conclusions and Future Work
	References
Assessment of Input Modalities for Control and Accessibility in Fully Immersive Virtual Reality Educational Game
	1 Introduction
	2 Methods
		2.1 Game Overview
		2.2 Input Modalities
		2.3 Experiments
	3 Results
	4 Discussion
	5 Conclusion
	References
Assessing the Complexity of Gaming Mechanics During Science Learning
	1 Introduction
	2 Game Mechanics
		2.1 Learning Mechanics
		2.2 Assessment Mechanics
	3 Current Study
	4 Method
		4.1 Participants
		4.2 Crystal Island: A Game-Based Learning Environment
		4.3 Experimental Procedure and Apparatus
		4.4 Coding and Scoring
		4.5 Data Preparation
	5 Results
		5.1 Research Question 1: How Often are Different Game Mechanics Used During Game-Based Learning?
		5.2 Research Question 2: To What Extent do Learners’ Transitions Within Learning and Assessment Mechanics Relate to Learning Outcomes?
		5.3 Research Question 3: To What Extent do Learners’ Transitions Across Learning and Assessment Mechanics Relate to Learning Outcomes?
	6 Discussion
	7 Implications and Future Directions
	References
Serious Games and Game Design
Inside the System - Designing VR Serious Games for Computer Science Education
	1 Motivation
	2 Related Work
		2.1 VR as a Learning Medium
		2.2 Game Design
	3 Game Design for Abstract Learning Content
		3.1 Inside the Router
		3.2 Inside the CPU
	4 Conclusion
	References
Generator of Personalised Training Games Activities: A Conceptual Design Approach
	1 Introduction
	2 Research Context
	3 Activity Generation Needs
		3.1 Domain Model: Training Paths and Knowledge
		3.2 Game Model: Game Elements Structure
		3.3 Relation Model
		3.4 Learner-Player Model
		3.5 Dungeon Activity Model
	4 A Design Framework of Activity Generators
		4.1 Design Framework: Presentation
		4.2 Design Framework: Application to AdapTABLES
	5 Conclusion and Perspectives
	References
Haptic Recording Experience
	1 Introduction
	2 The Iceberg Model
	3 Haptic Recording Experience - The Physical Iceberg Model as a Serious Game
		3.1 Overview
		3.2 Game Elements and Tokens
		3.3 Play Mode
		3.4 Game Sequences
	4 Results
	5 Discussion
	6 Conclusion
	References
Mapping Facts to Concrete Game Elements for Generation Purposes: A Conceptual Approach
	1 Introduction
	2 Research Context
		2.1 Related Works
		2.2 AdapTABLES Project
		2.3 Research Questions
	3 A Conceptual Design Approach
		3.1 Questioned Facts Model
		3.2 Gameplays Model
		3.3 Generation Algorithm
		3.4 Real-Case Study Application
	4 Conclusion and Perspectives
	References
Collectible Content – Towards a Modular Ecosystem of Intrinsically Integrated Gameplay: The Case of Fractions
	1 Introduction
	2 Background
	3 Collectible Content
		3.1 Narrative and the Characteristic of Duality
		3.2 The Village Lab and the Characteristic of Consistency
		3.3 The Bestiary and the Characteristic of Uniqueness/Uniformity
	4 Growing the Modular Ecosystem
		4.1 “Flower Blooming” and “Meowing Booming” Systems.
		4.2 The Wheel System and Parallel Number Lines
		4.3 The Enriched Number Line Estimation Prototype
	5 Conclusion
	References
A Comprehensive Classification of the Elements in Video Games - Explorative, Ludic, Narrative, Sociable
	1 Introduction
		1.1 Motivation and Goals
		1.2 Terms
		1.3 Approach
	2 Classification of Video Game Elements
		2.1 Explorative Elements
		2.2 Ludic Elements
		2.3 Narrative Elements
		2.4 Sociable Elements
		2.5 Groups and Relations of the Element Classes
		2.6 Layers of Video Games
	3 Discussion and Limits
	4 Conclusion
	References
A Hat-Integrated HCI System for Serious Games–Proof-of-Concept Applications in Focus Detection and Game Controlling
	1 Introduction
	2 Hat Prototype Fabrication
	3 Proof-of-Concept Applications
		3.1 Focus Detection Using EEG
		3.2 Game Controlling Using EOG
	4 Test Procedures
	5 Results and Discussion
		5.1 Focus Detection System Results
		5.2 Game Controlling System Results
	6 Conclusion
	References
Posters
A Game Design-Centric Taxonomy for Feedback Features in Digital Serious Games
	1 Introduction
	2 Methods
	3 The Taxonomy for Feedback Design in Serious Games
	4 Discussion
	References
Gamified Wearable EEG Technology to Support Controlling of Cognitive Load After Brain Injury
	1 Introduction
		1.1 Traumatic Brain Injury (TBI) and Wearable EEG Measurements
		1.2 Multidisciplinary Concept Creation and Product Design
	2 Concept Creation and Product Design Workshop
	3 The Concept-Level Product and the Early Product Design
	4 Discussion
	5 Conclusions
	References
Future Blocks: Sci-Fi Storytelling as a Serious Game for Leadership Development
	1 Educational Goals and Background of the Serious Game
	2 Serious Games, Leadership and Storytelling
	3 The Game Mechanics: Finding the Right Technology to Evolve from the Prescribed Presence into an Envisioned Future
	4 Gameplay Feedback and Observations
	5 Implications for Teaching and Leadership Training
	References
Astera, an Educational Game About the Evolution of Galaxies
	1 Introduction
	2 A Primer on Galaxy Evolution
	3 Game-Play
	4 Mapping Educational Goals to Gameplay
	5 Showcasing at a Public Event
	6 Conclusions
	References
A Security-Focused Architecture for Gameplay Telemetry in Serious Games
	1 Introduction
	2 Security Architecture
		2.1 Service and Data Compartmentalization
		2.2 End-to-End Encryption
		2.3 Signing of Authorized Recipient Public Keys
	3 System Design
		3.1 In-Game Client
		3.2 Backend
		3.3 Exporter Client
		3.4 Authentication and Identity
	4 Implementation
	5 Conclusion and Future Work
	References
Game-Based Teaching Scenarios in Upper Secondary Mathematics Teaching – European User Experiences
	1 Introduction
	2 GeomWiz in Game-Based Learning of Geometry
		2.1 Teaching Scenarios for GeomWiz to Ease the Implementation
	3 User Experience Study
	4 Results and Discussion
	5 Conclusions
	References
Serious Escape Room Game for Personality Assessment
	1 Introduction
	2 Background
		2.1 Personality Model
		2.2 Reinforcement Learning
	3 Related Work
	4 System
		4.1 Evaluation
		4.2 Questionnaires and Results
	5 Conclusion and Future Work
	References
Appling a Solution-Focused Approach (SFA) to Overcoming Barriers in Integrating Video Games into the Classroom
	1 Introduction
		1.1 Positive Attitudes Toward Video Games in the Classroom
		1.2 Barriers to the Use of Video Games in the Classroom
		1.3 The Role of Professional Training Opportunities
	2 Solution-Focused Approach in Education
		2.1 Language of a Solution-Focused Talk
		2.2 SFA Instruments to Eliminate Barriers to the Use of Video Games in the Classroom
	3 Tentative Results of SFA-Based Education Professional Development for Teachers
	4 Conclusions
	References
BlendMaster: A Collaborative Board Game for Training Teachers in Blended Learning
	1 Introduction
		1.1 Blended Learning and the 21st-Century Education
		1.2 The Impact of Game-Based Learning on Teachers’ Training
	2 The BLITT Project
	3 BlendMaster Game Design
		3.1 Components
		3.2 Mechanics
		3.3 Implementation
	4 Conclusion and Future Work
	References
Oral Examinations Simulator – An Intelligent Tutoring Tool to Reduce Oral Exam Anxiety
	1 Introduction
	2 Oral Examination Simulator (OES)
		2.1 Examination Concept
		2.2 Game Concept
		2.3 Evaluation
	3 Conclusion
	References
The Digital Serious Games, a Specific Educational Resource: Analysing Teachers and Educational Engineer’s Information Seeking Behaviour Using the Concept of Information Horizons
	1 Introduction
	2 Literature review
		2.1 Digital Serious Games as Educational Resources
		2.2 Information Seeking Behaviour
		2.3 Information Horizon Methodology
		2.4 Information Horizon in the Context of Digital Serious Games
	3 Method
		3.1 Participants
		3.2 Data Collection and Analysis
	4 Information Sources in the Context of Serious Games
		4.1 Information Zones Composition
		4.2 Cross analysis of Information Zones
	5 Teachers and Pedagogical Engineer’s Information Needs
	6 Discussion
	References
What Can You Do with a Sword? Gender Biases in Text Game Affordances
	1 Introduction
	2 Methods
		2.1 Affordance Diversity
		2.2 Gameplay Impact
	3 Conclusions
	References
Browser-Based Game Design for Cognitive Effort Aware Quality of Experience Evaluation
	1 Introduction
		1.1 QoE and Cognitive Effort
		1.2 Challenges of Measuring Cognitive Effort
	2 Method
		2.1 Game Design
		2.2 Task Load Controls
		2.3 Measures
	3 Pilot Study
	4 Results
		4.1 Cross-Modality Interference
		4.2 Effective Load
		4.3 Effort Observables
	5 Conclusion
	References
Design Gamification Strategies in a Digital Learning Environment: The Impact on Students
	1 Introduction and Framework
		1.1 Gamification in Education
		1.2 Gamification Strategies
	2 Research Context
	3 Method
		3.1 Designing Gamification Strategies in the DLE of DMT Project
		3.2 Evaluation of Gamification Strategies Implemented
	4 Conclusion, Future Developments, and Research
	References
Author Index




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