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Table of Contents
Intro
Foreword
HCI International 2023 Thematic Areas and Affiliated Conferences
List of Conference Proceedings Volumes Appearing Before the Conference
Preface
5th International Conference on HCI in Games (HCI-Games 2023)
HCI International 2024 Conference
Contents - Part II
Contents - Part I
Games for Learning
Exploring Virtual Reality (VR) to Foster Attention in Math Practice
Comparing a VR to a Non-VR Game
1 Introduction
2 Related Work
2.1 Connecting Prior Work
3 Method
3.1 Game Design
3.2 Experimental Setup
4 Results
4.1 Questionnaires
5 Conclusion and Discussion
References
Students' Learning Outcomes Influenced by Textbook Selection: A Gamification Method Using Eye-Tracking Technology
1 Introduction
2 Literature Review
2.1 Motivators for Students Learning Through E-Textbooks
2.2 Students Experience with E-Textbooks
2.3 Teacher's Perception and Experience with E-Textbooks
2.4 E-Text Designs and Features
2.5 Student Academic Performance with E-Text
3 Research Methodology
4 Pilot Study and Discussion
5 Conclusions
References
The Gaming World of Educational Robotics. A Review Study
1 Introduction
2 The Theoretical Framework of Educational Robotics
3 Empirical Studies with LEGOʼ Robots for Improving Cognitive and Social Skills
4 The Effectiveness of LEGOʼ Robots for Assessing and Enhancing Metacognition
5 The Effectiveness of LEGOʼ Robots for Assessing and Enhancing Executive Functions
6 Discussion and Conclusion
References
Skull Hunt: An Educational Game for Teaching Biology
1 Introduction
2 Skull Hunt: The Game
2.1 Game Design
2.2 Gameplay
3 Dashboard
3.1 Schools and Visits
3.2 Question Editor
4 Implementation
5 Conclusion
Foreword
HCI International 2023 Thematic Areas and Affiliated Conferences
List of Conference Proceedings Volumes Appearing Before the Conference
Preface
5th International Conference on HCI in Games (HCI-Games 2023)
HCI International 2024 Conference
Contents - Part II
Contents - Part I
Games for Learning
Exploring Virtual Reality (VR) to Foster Attention in Math Practice
Comparing a VR to a Non-VR Game
1 Introduction
2 Related Work
2.1 Connecting Prior Work
3 Method
3.1 Game Design
3.2 Experimental Setup
4 Results
4.1 Questionnaires
5 Conclusion and Discussion
References
Students' Learning Outcomes Influenced by Textbook Selection: A Gamification Method Using Eye-Tracking Technology
1 Introduction
2 Literature Review
2.1 Motivators for Students Learning Through E-Textbooks
2.2 Students Experience with E-Textbooks
2.3 Teacher's Perception and Experience with E-Textbooks
2.4 E-Text Designs and Features
2.5 Student Academic Performance with E-Text
3 Research Methodology
4 Pilot Study and Discussion
5 Conclusions
References
The Gaming World of Educational Robotics. A Review Study
1 Introduction
2 The Theoretical Framework of Educational Robotics
3 Empirical Studies with LEGOʼ Robots for Improving Cognitive and Social Skills
4 The Effectiveness of LEGOʼ Robots for Assessing and Enhancing Metacognition
5 The Effectiveness of LEGOʼ Robots for Assessing and Enhancing Executive Functions
6 Discussion and Conclusion
References
Skull Hunt: An Educational Game for Teaching Biology
1 Introduction
2 Skull Hunt: The Game
2.1 Game Design
2.2 Gameplay
3 Dashboard
3.1 Schools and Visits
3.2 Question Editor
4 Implementation
5 Conclusion