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