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GaLA Conf 2015 - Games and Learning Alliance Conference

What Conference
When 2015-12-10 to
2015-12-11
Where Rome, Italy
Contact Name Alessandro De Gloria (General Chair)
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Topics include:

  • Technology track:
    • Advanced Human-Computer Interaction for serious games (hardware, software)
    • Artificial intelligence for serious games
    • Neuro-scientific principles, experiments and applications
    • Hardware devices for user status and performance assessment and estimation
    • Technological support for collaborative games
    • User modeling and profiling
    • Adaptivity
    • Augmented and virtual reality
    • Support for learner performance assessment (stealth, formative, summative)
    • Provision of feedback
    • Development tools
    • Support for educators and trainers
    • Support for gamification
    • Learning analytics
    • Modeling and simulation
    • Interoperability and standards
  • Pedagogical foundations track:
    • Pedagogical theories and their applications in the field of serious games
    • User modeling
    • Methodologies and principles for serious games user assessment
    • Support for educators and trainers
    • Pedagogical principles of gamification
    • Support higher-order thinking through serious games
  • Serious Game design track:
    • Mapping educational outcomes and principles into serious game mechanics
    • Serious game mechanics joining entertainment and pedagogical goals
    • Gamification design
    • Design of score and rewards
    • How to balance realism, engagement, learning and entertainment
    • Tools for SG and gamification design
  • Application track:
    • User studies applying serious games in formal education
    • User studies applying serious games in training (professional, corporate and executive training, skill development and other workforce programs)
    • Case studies on developing/deploying serious games in application domains such as business, management, entrepreneurship, environment, cultural heritage, health, smart buildings, humanities, engineering, manufacturing, security, safety, ethics, etc.
    • User studies of applying serious games in the above domains, studying effectiveness for learning/training
    • Understanding how, when, with whom, for what to use serious games
    • Gamification in various application domains
    • Verification of learning transfer
    • Study of the long-term impact
    • Assessing personal abilities through serious games
    • Usability studies
  • Industrial track:
    • Serious games market studies
    • Business models for serious games
    • Pervasive gaming
    • Mobile gaming
    • Gamification
    • Products to support serious games development and deployment

More information about this event…

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