Download PDF by Alessandro de Gloria, Remco Veltkamp: Games and Learning Alliance: 4th International Conference,

By Alessandro de Gloria, Remco Veltkamp

ISBN-10: 3319402153

ISBN-13: 9783319402154

ISBN-10: 3319402161

ISBN-13: 9783319402161

This e-book constitutes the refereed court cases of the 4th foreign convention on video games and studying Alliance, GALA 2015, held in Rome, Italy, in December 2015.

The 33 revised complete papers and 15 brief papers provided have been conscientiously reviewed and chosen from 102 submissions. The papers offered hide a number of points and data fields. they're grouped round the following issues: video games for health and wellbeing, video games for mobility, pervasive gaming and concrete mobility.

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Additional info for Games and Learning Alliance: 4th International Conference, GALA 2015, Rome, Italy, December 9-11, 2015, Revised Selected Papers

Sample text

Moreover the creative industries are expected to increasingly become the main driver of innovation and societal change, by the products and services they provide and as means of originating and sharing new ideas, knowledge and ways of working [11, 12]. g. market volumes, growth rates and segmentation and largely neglect other perspectives (cf. org). Additionally, most resources refer to the demand side of the overall game market, not the serious game market, but even less data about the supply side is available that would reveal how game studios view and deal with emerging technologies.

This point was also realized in D-CITE. One further aspect of collaborative learning is to get feedback. Feedback should have high priority especially within game-based-learning environments. During D-CITE, several hints and critical information may be shared among players. It is possible that each player can see the immediate effect of his or her actions on the AOP [8, 9]. Although D-CITE is a research method it could be also possible to use it as a learning game. In this context it would be possible to train the awareness of the relevance of information-sharing.

Generally it is observed that the game studios expressed overall quite positive judgements about the importance of knowledge resources, pedagogical models, product validation and newly emerging technologies. Yet, the study allowed game studios to express a ranking of priorities, which could then inform the research ICT agenda. With respect to customers, the games, tools and infra‐ structure the game studios display the unrestricted diversity and fragmentation identified previously as a main characteristic of the serious game sector [2–4].

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Games and Learning Alliance: 4th International Conference, GALA 2015, Rome, Italy, December 9-11, 2015, Revised Selected Papers by Alessandro de Gloria, Remco Veltkamp


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