ENGLISH

Serious Games. Joint International Conference, JCSG 2022 Weimar, Germany, September 22–23, 2022 Proceedings

Book information

Publisher
Springer
Year
2022
ISBN
9783031153242, 9783031153259
Language
english
Format
PDF
Filesize
42 MB (44411175 bytes)
Series
Lecture Notes in Computer Science, 13476
Pages
\268
Time added
2023-02-21 22:42:52

Description

Preface Organization Contents Learning Psychology Flow and Self-efficacy in a Serious Game for STEM Education 1 Introduction 2 Methods 2.1 The Serious Game Lights Out 2.2 Participants and Design 2.3 Instruments 2.4 Statistical Analysis 3 Results 3.1 Comparing Treatments 3.2 Changes in Self-efficacy Expectancy 3.3 Comparing Genders 3.4 Relationship Between Self-concept, Self-efficacy and Flow 4 Discussion and Next Steps References Gaming Experience as a Nuisance or Confounding Variable in Serious Games for Research: Creating a Scale Measuring RTS Experience in a Serious Game Exploring the Sunk Cost Effect 1 Introduction 1.1 The Potential Influence of Experience in Serious Games for Research 1.2 The Construct of RTS Experience 1.3 The Sunk Cost Effect: RTS Experience as a Nuisance or Confounding Variable 2 Validating the Construct of RTS Experience 2.1 Method 2.2 Results 3 Discussion 3.1 Construct Validity 3.2 RTS Experience as a Nuisance Variable 3.3 Future Work 3.4 Conclusion Appendix References Designing Effective Playful Collaborative Science Learning in VR 1 Introduction 2 Designing Playful Collaborative Learning Experiences in VR 2.1 Affordances of VR for Learning 2.2 Looking Inside Cells 2.3 Interaction Design 2.4 Collaboration Design 2.5 Emotional Design 3 Technical Implementation 3.1 Game Front-End 3.2 Client-Server Communication 3.3 Corelink Network Framework 4 Conclusion References Design Aspects Academy Camp VR: Serious Game Constructions as Active Learning Experiences for Children 1 Introduction 2 Background 2.1 Constructionist Approach 2.2 Tools for VR World Constructions 3 Academy Camp VR Cells 3.1 Project 3.2 VR World Construction 3.3 Game Design 3.4 Game Experiences 4 Conclusions References Providing Applied Games Based on Didactical Structural Templates 1 Introduction 1.1 Motivation, Problem Statement, and Approach 1.2 Methodology 2 Concepts and Technologies 2.1 Didactical Structural Templates 2.2 Learning Tools Interoperability 2.3 Provide an Applied Game Based on a Complete DST 3 Conceptual Work 4 Prototypical Implementation 5 Conclusion 5.1 Future Work References Couch Fitness Heroes - Examining Fitness Exergame Motivational Concepts and Player Monitoring 1 Introduction 2 Basic Aspects of Serious Games in Sports 3 Categorization and Selection of Representative Applications 3.1 Outdoor Cardio Training 3.2 Indoor Training - Workout Apps 3.3 Indoor Cardio Training - Exergames 4 Discussion, Summary, and Final Remarks References Game Design Design Considerations of Learning Resources: Improving Learning and Engagement of Students with Visual Impairments 1 Introduction 2 Research Approach and Methodology 3 Literature Review 4 Player Experiences 4.1 Learning 4.2 Engagement 5 Proposed Design Considerations 5.1 Accessibility Features 6 Discussion and Conclusion References Resilient IN: Design of an Interactive Narrative HRV-Biofeedback Game to Develop Stereotype and Social Identity Threat Resilience 1 Introduction 2 Background 2.1 Stereotype and Social Identity Threat 2.2 Techniques for Developing Resiliency 2.3 Biofeedback in Serious Games 3 Design of `Resilient IN' Game 3.1 Environmental Biases 3.2 Character Designs 3.3 Gamification of Leaderboards 3.4 Biofeedback Training 3.5 Design and Validation of Interactive Narrative Script 4 Discussion 4.1 Need for Game-Based Tools to Develop Resiliency 5 Future Work 6 Conclusion References Designing an Anti-Bullying Serious Game: Insights from Interviews with Teachers 1 Introduction 2 Related Work 3 Research Questions 4 Co-design with Children 5 Interviews with Teachers 5.1 Recruitment 5.2 Participants 5.3 Procedure 5.4 Analysis 6 Qualitative Observations 6.1 Anti-Bullying Programs in Schools 6.2 Peer Bullying in Schools 6.3 Peers' Reactions to Bullying 7 Serious Game Design Involving Social Robots 7.1 Game Design Elements 8 Discussion 8.1 Promoting Situated Learning and Meta-Cognition 8.2 Direct vs. Indirect Bullying 8.3 Contemporary Dynamics of Peer Bullying 9 Conclusion References Health Games CogWorldTravel: Design of a Game-Based Cognitive Screening Instrument 1 Introduction 2 Methodology 3 CogWorldTravel 3.1 Familiar Faces 3.2 Padlock Combination 3.3 The Metro 3.4 Native Fauna 3.5 Messaging Home 3.6 Time to Pack 4 The Evaluation of CogWorldTravel 5 Discussion 6 Conclusion and Future Work References A Serious Game for a Serious Situation: Encouraging Healthy Behaviors for Children with ASD During COVID-19 Pandemic 1 Introduction 2 Previous Work 3 Game Design 4 Implementation 5 Study Design 6 Results and Discussion 7 Conclusion and Future Work References Game Design for Covertly Combating Covid-19 Vaccination Hesitancy 1 Introduction 2 Change Resistant Attitudes 3 Attitudes Towards Vaccination 4 Related Work 5 Design and Idea 6 Evaluation and Discussion 7 Conclusion References Games Application Communication Skills in Construction Projects and Promoting Them Through Multiplayer Online Games 1 Introduction 2 Methodology 3 Results 3.1 Challenges of Communication in Construction Projects 3.2 Learning Objektives 3.3 Potential Support of the Learning Objectives in EVE Online 4 Discussion 5 Conclusion References Ecosystem Simulator 1 Introduction 2 Methodology 2.1 Study Outline 2.2 Learning Outcomes 3 Results 3.1 Theme 3.2 First Prototype 3.3 Second Prototype 4 Discussion 5 Conclusions References Catch Me If you Can: An Educational Serious Game to Teach Grammatical English Rules 1 Introduction 2 Related Work 3 Methodology 3.1 Game Structure 4 Experimental Design 5 Procedure 5.1 Learning Gain 5.2 Engagement Level 5.3 Usability 5.4 Flow 6 Results 6.1 Learning Gain 6.2 Engagement Level 6.3 Usability 6.4 Flow 7 Discussion 8 Conclusion and Future Work References Mixed Reality Software Architecture for Location-Based Games Designed for Social Interaction in Public Space 1 Introduction 2 Software Architectures for Location-Based Games 3 Research Methodology 4 Analysis of Location-Based Games Triggering Social Interaction 4.1 Summary of Game Analysis 4.2 Data Analysis: Key Components for Location-Based Games for Social Interaction 5 Software Architecture for LBGs for Social Interaction 6 Proof of Concept: The “Secrets of the South” 6.1 Architecture of the Secrets of the South and the Key Components 6.2 Limitations 7 Conclusion References Paper Beats Rock: Elaborating the Best Machine Learning Classifier for Hand Gesture Recognition 1 Introduction 2 Related Work 3 Towards Gesture Recognition 3.1 Data Acquisition and Pre-processing 3.2 Data Processing 4 Experiments 4.1 Experiment 1 4.2 Experiment 2 5 Results and Discussion 5.1 Classifier Accuracy 5.2 Classifier Performance 5.3 User Independence 5.4 Outlier 5.5 Comparison with Related Work 6 Conclusion and Future Work References Learning with Augmented Reality Headsets? Experiences of a Use Case in Vocational Education 1 Introduction 2 Use Case in the Field of Metal and Electrical Engineering 2.1 Learning Objectives and Learning Content 2.2 Quest Design 2.3 Gameplay 2.4 Hardware – Advanced AR Headset 3 Prototype 4 Testing and SWOT Analysis 5 Discussion and Conclusion References A Lens to the Past: Using Site-Specific Augmented Reality for Historical Interpretation 1 Introduction 2 Related Work 3 Core Game Concept 4 Shadow and Light 5 Conclusions References Author Index

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