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Titlebook: Games and Learning Alliance; 6th International Co João Dias,Pedro A. Santos,Remco C. Veltkamp Conference proceedings 2017 Springer Internat

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Investigating Motivation in Gamification was not increased. The results indicate that different gamification elements do not cumulate their influence. Experiments and the measurement of motivational effects of gamification elements provide an interesting research opportunity for future research.
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Towards Implementing Gamification in MOOCsment and engagement of learners if implemented in a Massive Online Open Course (MOOC). Based on quantitative and qualitative data collected, 9 game elements have been selected to be further investigated.
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Social Engagement in a Digital Role-Playing Game Dedicated to Classroom Managementllection and analysis of players’ digital interactions with kTBS4LA, a playing analytics tools. Different categories of players emerged in terms of social engagement. The data collected shows that social engagement varies across time, classroom or gender. This variation seems linked both to specific game features.
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Games and Learning Alliance978-3-319-71940-5Series ISSN 0302-9743 Series E-ISSN 1611-3349
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https://doi.org/10.1007/978-3-319-71940-5augmented reality; collaborative learning; designing software; educational games; e-learning; HCI; interac
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Cheleen Mahar,Richard Harker,Chris Wilkesfrom earlier versions of the game can be very helpful. In the current study, we reanalysed data from two studies using a game-based assessment and a training tool for improving fraction magnitude knowledge. Similar to results from basic research, data of both studies indicated that performance in ga
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Iteratively Calculated Eigenvalues,tively influence the pilots’ abilities to handle unknown and unexpected situations. Pilots of the older generation often have experience with manually flying multiple types of aircraft and handling all kinds of incidents. In contrast, the future generation of pilots will not be given the chance to g
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