ECGBL2015-9th European Conference on Games Based Learning: ECGBL2015

Front Cover
Robin Munkvold and Line Kolås
Academic Conferences and publishing limited, 2015 M09 18 - 826 pages
These proceedings represent the work of researchers participating in the 9th European Conference on Games-Based Learning, which is being hosted this year by Nord-Trondelag University College, Steinkjer, Norway, on the 8-9 October 2015. The Conference has become a key platform for individuals to present their research findings, display their work in progress and discuss conceptual advances in many different areas and specialties within Games-Based Learning. It also offers the opportunity for like-minded individuals to meet, discuss and share knowledge. ECGBL continues to evolve and develop, and the wide range of papers and topics will ensure an interesting two-day conference. In addition to the main streams of the conference, there are mini tracks focusing on the areas of the design of multiplayer/collaborative serious games, applied Games and gamification, the teacher's role in game-based learning, games for STEM (Science, Technology, Engineering, Mathematics) learning, assessment of digital game-based learning and pervasive and ubiquitous gaming for learning. In addition to the presentations of research we are delighted to host the third year of the Serious Game competition, which provides an opportunity for educational game designers and creators to participate in the conference and demonstrate their game design and development skills in an international competition. This competition is again sponsored by SEGAN - Serious Games Network. With an initial submission of more than 60 games, 28 finalists will present their games at the conference. Prizes will be awarded to the games judged to demonstrate the best quality and originality of game play itself and the positioning and articulation of the game's contribution to the educational domain. With an initial submission of 190 abstracts, after the double blind peer review process, there are 75 research papers, 15 PhD research papers, 4 Non Academic papers and 8 work-in-progress papers published in these Conference Proceedings. These papers represent research from more than 40 countries, including Australia, Austria, Belgium, Brazil, Bulgaria, Canada, Czech Republic, Denmark, Finland, France, Germany, Greece, Hungary, Ireland, Israel, Italy, Japan, Malaysia, Norway, Portugal, Russia, Saudi Arabia, Slovakia, Slovenia, South Africa, Spain, Sweden, Switzerland, Taiwan/ROC, The Netherlands, The Netherlands, United Arab Emirates, UK and USA
 

Contents

How can Teachers Develop Pervasive Games for Learning? Hugo Nordseth and Anders Nordby
408
Teachers Experiences Using KODU as a Teaching Tool Ståle Nygård Line Kolás and Helga
416
Using Game Elements to Make Studying More Engaging Daire O Broin Neil Peirce Tracey Cassells and
423
Using Gamification to Motivate Smoking Cessation Trygve Plºhn and Trond Aalberg
431
Teaching Business Intelligence With a Business Simulation Waranya Poonnawat Peter Lehmann and
439
Approximating Balance in Collaborative Multiplayer Games Christian Reuter Stefan Göbel and Ralf
449
Serious Games Design as Collaborative Learning Activity in Jože Rugelj
456
Teaching for Games Based Informal Eric Sanchez and Palmyre Pierroux
471

Enhancing Media Vassilis Bokolas Nikolaos Amanatidis and
75
Brunella Botte Alfredo Imbellone Giada
82
A Classroom Training Experience Marinensi and Carlo Maria Medaglia
89
Digital Support of RolePlay and Simulation Games in Carsten Busch Sabine Claſsnitz Alexander
98
Classroom Settings Kramer and Martin Steinicke
107
Architecture for Automatic Adaptation Josianne Basque
114
A Training Framework for the Creation of LocationBased Samantha Clarke Petros Lameras lan
125
Enhancement and Assessment of Engineering Soft Skills in a Csilla Fejes Lorenzo RosMcDonnell and Péter
178
Empirical Study of Teaching Panagiotis Fotaris Theodoros Mastoras
186
Immersive vs Desktop Virtual Reality in Game Based Learning Laura Freina and Andrea Canessa
195
GameBased Learning for Youth Career Education With the Toru Fujimoto Yuki Fukuyama and Tomoko
203
On the Development of Constructivist Educational Computer Anthi Gousiou and Maria Kordaki
210
A Methodological Case Study for the Jacob Habgood
219
Repositioning Students Through the Thorkild Hanghºj
227
Amplifying Applied Game Development and Uptake Paul Hollins Wim Westera and Borja Manero
236
Care and Tough Love in Games Based Ellen Houmſºller and Emanuela Marchetti
242
The Application of a Content Independent Game Framework in Janine Jäger Safak Korkut Darjan Hil and Rolf
250
A Computational Thinking Jennifer Jenson and Milena Droumeva
260
Computerized Simulations of the IsraeliPalestinian Conflict Ronit Kampf
269
Towards an Efficient Mobile Learning Games Design Model Aous Karoui Iza MarfisiSchottman and Sé
276
Play Safe Aphrodite Ktena Enea Mele Eugenia
286
A Correlational Study of Andreas Lieberoth
294
Intercultural Communication Training via Gerrit Lochmann Lesa Reitz ochen Hunz
303
Information Gaps in a Cooperative Virtual Reality Aline Sohny and Guido Schmidt
313
Wiem Maalejl Philippe Pernelle JeanCharles
321
Childrens Redesign of Deprived Neighbourhoods Rikke Magnussen and Anna Lindenhoff
331
Worst Practices in Christos Malliarakis Florica Tomos Olga
338
Role Play and Emanuela Marchetti and Andrea Valente
346
A DGBLToolkit to Raise Young Peoples Awareness Maria Margoudi and Dimitris Kiritsis
354
Teachers Many Roles in GameBased Learning Projects Björn Berg Marklund and AnnaSofia Alklind
360
Assessing an Authoring Tool for MetaDesign of Serious Games Bertrand Marne
368
What is a Game for Geometry Teaching 2 Creative Embodied Morten Misfeldt and Lisa Gjedde
378
Implicit and Explicit Information Mediation in a Virtual Reality Tomas Moesgaard Mass Witt Jonathan Fiss
387
A web Based Resource and a Digital Board Robin Munkvold Greg Curda and Helga
395
A Nitin Naik
402
Learning
489
ELearning Sudan Formal Learning for OutofSchool Children Hester Stubbé Aiman Badri Rebecca Telford
497
Wait and see? Studying the Teachers Role During InClass Ellen Vanderhoven Bart Willems Stephanie
540
Lessons Learned From Ellen Vanderhoven Bart Willems Stephanie
548
Concealing Education Into Games Nikolas Vidakis Efthymios Syntychakis
554
Exploring Group Cohesion in Massively Multiplayer Online Iro Voulgari and Vasilis Komis
564
MultiDevices Territoriality to Manage Collaborative Activities David Wayntal Audrey Serna Philippe
570
Learning and Motivational Processes When Students Design Charlotte Laerke Weitze
579
A Pervasive app for Changing Behavioural Patterns Thomas Wernbacher Alexander Pfeiffer
589
System Design Requirements for Formal Education Based on Thomas Westin Göran Lange Mats Wiklund
598
COTS Entertainment Computer Games Lena Norberg and Peter Mozelius
605
Measurement of Gaming Emotion Norberg Thomas Westin and Peter Mozelius
613
PreTest Session Impact on the Effectiveness Assessment of a Anissa All Barbara Plovie Elena Patricia
623
Fire Safety Game Nuñez Castellar and Jan Van Looy
631
Assessing Domain Knowledge With Non Tyler Baron and Ashish Amresh
638
Designing a Serious Game to Enhance Orthographic Projection MingHung Chu TaySheng Jeng and Chien
646
Game Design for Transforming and Assessing Undergraduates Andrea Gauthier and Jodie Jenkinson
656
Novices Vs Experts GameBased Learning and the Björn Berg Marklund
664
Gamification for Data Gathering in Emergency Response Kenny Meesters Aaron Ruhe and Marvin
672
Serious Game Serious Learning? Gillian Morrison
680
The Case of Massively Sofia Mysirlaki and Fotini Paraskeva
687
An Investigation of Digital Games Features That Appeal to Joseph Osunde Gill Windall Liz Bacon and
694
Young Females and Males Lachlan Mackinnon
703
A Case Study Taima Pérez
711
Towards Social Network Support for an Applied Gaming Munir Salman Dominic Heutelbeck and Mat
721
Ecosystem thias Hemmje
729
A GameBased Learning Approach Mohammad Yatim and Wee Hoe
739
A Ouiz to Drill Climate Experts Benedict ODonnell and Pierre Jouy
749
Gamification and Lifestyle Technologies for Personal Health David Wortley
761
Towards in Situ Measurement of Affective Variables During Cyril Brom Viktor Dobrovolny and Edita 797
767
Board Games to Learn Complex Scientific Concepts and the Fabio Chiarello
773
Gamification and Regina Friess Anke Blessing Johannes Winter
780
Applying Memory Theory in Game Design Case Study Trude Løvskar Jon Hoem and Jordi Linares
788
Assess Learning Sofia Mysirlaki
800
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About the author (2015)

 Robin Munkvold has his education from the field of information technology and has, for the last 12 years, been working within projects related to ICT and pedagogy. During these years, he has published a book titled “Online learning” and has been coauthor of many papers within the themes of ICT and pedagogy. Robin was central in the building of the curriculum Games and entertainment technology at the Nord-Trondelag University College and has the latest years been Program Director as well as

Dr Line Kolås has her PhD in the field of information technology, focusing on e-learning and educational technology. She has since 1999 taken part in a number of national and international R&D projects. The projects have resulted in a variety of publications: scientific papers / articles, reports, newspaper chronicles etc. As associate professor at the Nord-Trondelag University College, Line is teaching at the study programmes of “ICT for teachers” and “Games and entertainment technology”.

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