Games and Learning Alliance Conference (GALA)
Serious Games Society conference on game-based learning, published in Springer LNCS. Only open-access chapters and repository copies are included.
Documents
Online Learning Platform and Gamification Features Preferences: Gender-Based Analysis Among Estonian Students
This study investigates how gender identity influences student preferences for online educational platforms and specific gamification features within the Estonian education system.
- Gamification preferences vary significantly by gender, with males and non-binary students showing a higher preference for competing against unknown players, while females demonstrate a stronger preference for badge collection.
- Point collection is a universally accepted gamification feature, showing no statistically significant difference in preference between male, female, and non-binary students (F=0.11, p=0.9).
- Kahoot and Quizlet are the most widely favored educational platforms across all gender groups, though females show higher engagement with tools like Duolingo.
Cipher in Classrooms: Evaluating Digital Game-Based Language Learning for Irish Vocabulary Acquisition
This study evaluates the educational effectiveness of Cipher, a digital game-based language learning (DGBLL) application designed to support Irish vocabulary acquisition among primary school students.
Mobile Learning Game Authoring Tools: Assessment, Synthesis and Proposals
Mobile Learning Games (MLGs) offer significant potential for enhancing student engagement and learning outcomes, yet their adoption by educators remains constrained by the lack of accessible, reusable authoring tools.
Read, Play and Learn: An Interactive E-book for Children with Autism
The interactive e-book titled "The Wolf in Love" serves as a digital educational tool designed to support children with Autism Spectrum Disorder (ASD) and typically developing peers.
What Serious Game Studios Want from ICT Research: Identifying Developers' Needs
This study identifies the development needs and expectations of European serious game studios to establish a baseline for supporting the industry through advanced information and communication technologies.
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