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These proceedings represent the work of contributors to the 14th European Conference on Games Based Learning (ECGBL 2020), hosted by The University of Brighton on 24-25 September 2020. The Conference Chair is Panagiotis Fotaris and the Programme Chairs are Dr Katie Piatt and Dr Cate Grundy, all from University of Brighton, UK.
This two-volume set LNCS 12198 and 12199 constitutes the thoroughly refereed proceedings of the 11th International Conference on Digital Human Modeling and Applications in Health, Safety, Ergonomics and Risk Management, DHM 2020, which was supposed to be held as part of the 22st HCI International Conference, HCII 2020, in Copenhagen, Denmark, in July 2020. The conference was held virtually due to the COVID-19 pandemic. A total of 1439 papers and 238 posters have been carefully reviewed and accepted for publication in HCII 2020. DHM 2020 includes a total of 77 papers; they were organized in topical sections named: Part I, Posture, Motion and Health: Posture and motion modelling in design; ergonomics and occupational health; applications for exercising, physical therapy and rehabilitation; health services; DHM for aging support. Part II, Human Communication, Organization and Work: Modelling human communication; modelling work, collaboration and the human environment; addressing ethical and societal challenges; new research issues and approaches in digital human modelling.
Game Science in Hybrid Learning Spaces explores the potential, implications, and impact of game-based approaches and interventions in response to the blurring of boundaries between digital and physical as well as formal and informal learning spaces and contexts. The book delves into the concept, opportunities, and challenges of hybrid learning, which aims to reduce the barriers of time and physical space in teaching and learning practices, fostering seamless, sustained, and measurable learning experience and outcomes beyond the barriers of formal education and physical learning contexts. Based on original research, Game Science in Hybrid Learning Spaces establishes trans-disciplinary and holistic considerations for further conceptual and empirical investigation into this topic, with the dual goals of a better understanding of the role of game-based approaches in a blended environment and of the possible structural and cultural transformation of formal education and lifelong learning. This book is an essential guide for researchers, designers, teachers, learners, and practitioners who want to better understand the relationship between games and learning that merges digital and physical experiences and blends formal and informal instructions.
Technology has increasingly become utilized in classroom settings in order to allow students to enhance their experiences and understanding. Among such technologies that are being implemented into course work are game-based learning programs. Introducing game-based learning into the classroom can help to improve students’ communication and teamwork skills and build more meaningful connections to the subject matter. While this growing field has numerous benefits for education at all levels, it is important to understand and acknowledge the current best practices of gamification and game-based learning and better learn how they are correctly implemented in all areas of education. The Research Anthology on Developments in Gamification and Game-Based Learning is a comprehensive reference source that considers all aspects of gamification and game-based learning in an educational context including the benefits, difficulties, opportunities, and future directions. Covering a wide range of topics including game concepts, mobile learning, educational games, and learning processes, it is an ideal resource for academicians, researchers, curricula developers, instructional designers, technologists, IT specialists, education professionals, administrators, software designers, students, and stakeholders in all levels of education.
This book contains highly effective ways to teach coding and computational thinking skills throughout primary and secondary schooling. It outlines a research informed path for students from birth to 18 years, identifying key skills and learning activities. Based on global perspectives and research at each stage, it outlines how these findings can be applied in the classroom. Teaching coding to students in K-12 has been a skillset that has been debated across educational jurisdictions globally for some time. The book provides examples of schools that are teaching coding to students in engaging and relevant ways, delivering well thought out compulsory curriculums. Additionally, it provides examples of schools where coding is not mandated in the curriculum and is taught in an ad-hoc manner. Through the full discussion of all of these varied examples, the book presents both sides of the serious and ongoing debate in the field as to whether coding should be taught in an explicit way at all. The increasing school of thought that teaching coding is a skill that is already obsolete, and the focus should be on computational thinking is completely examined and presented. In this book, both sides of the argument, as well as the specific, meticulous research underlying each side, are given equal weight. The debate is a serious one and requires a clearly defined thematic response with evidence on all sides of the argument presented rationally. This book does just that. Created by carefully selected authors from around the world, it will be a highly studied research reference.
This book requires an interdisciplinary understanding of creativity, ideal for the formation of a digital public culture. Educating students, young professionals and future engineers is to develop their capacity for creativity. Can creativity be learned? With this question, the relations of technology and art appear in a new light. Especially the notion of "progress" takes on a new meaning and must be distinguished from innovation. The discussion of particular educational approaches, the exploration of digital technologies and the presentation of best practice examples conclude the book. University teachers show how the teaching of creativity reinforces the teaching of other subjects, especially foreign languages.