General Chairs: gamilearn[at]ull.edu.es
3rd International Symposium on Gamification and Games for Learning
22 October 2019, Barcelona, Spain

Manuscripts

Manuscripts will be online available in an Open Access format. Selected papers presented at Gamilearn’19 will be invited to be expanded and submitted to a Special Issue “Gamification and Games for Learning” (ISSN 2227-9709) of Informatics journal.

Programme

  • 9:00 – 9:30 Registration (Design Hub, Lobby desk, Floor B)
  • 9:30 – 10:00 Opening (Design Hub, Classrooms/”Aules” B and C, Floor -1)
  • 10:00 – 11:00 Keynote – Playful technology and persuasion: is it all fun and games? by Ioanna (Jo) Iacovides, University of York
  • When people talk about games and play the first thing that comes to mind is normally “fun”. However, by focusing primarily on positive emotional experiences, are we missing out on potential opportunities to elicit more in-depth engagement with a particular issue or domain? In this talk, I will discuss a range of approaches to developing playful technologies that aim to persuade people to think and act in different ways.

  • 11:00 – 11:30 Coffee break
  • 11:30 – 13:00 Session 1 – Teaching with gameful approaches (Chair: Joan Arnedo-Moreno)
    • A gamified experience for motivating students to learn Literature. Sara Menchaca, Ana Moya, Leire Bastida
    • Transfer of Educational Skills from Games to Classroom tasks – A Case Study using iRead to Improve Reading and Writing. Kay Berkling, Birgit Franken
    • Feedback in Serious Literacy Games. Matthew Pattemore, Roger Gilabert, Judit Serra
    • A Card Game for Learning Software-Refactoring Principles. Thorsten Haendler
    • Designing an Emotive Avatar for a Grammar Game – A Case Study of Engagement and Performance Development. Kay Berkling, Engy Fawaz Armin Zundel, Slim Abdennadher
    • (Industry paper) Why Grand Strategy games will (already) make teachers obsolete. Alain Xalabarde
  • 13:00 – 14:30 Lunch time
  • 14:30 – 15:00 Industry Keynote – Real-life Playful Learning Experiences: from R+D+i to market by Pau Yanez, Geomotion Games
  • Learning process has been constrained in closed classrooms with little connection to the outside world. But effective learning occurs when we interact with the world around us through memorable experiences that motivate our students. In this keynote I will talk about the PlayVisit case, and how, from the BEACONING R+D+i project, we have set up a platform to create educational gaming experiences that mix physical and digital worlds in the edtech market.

  • 15:00 – 16:15 Session 2 – Beyond the classroom (Chair: Alberto Mora)
    • Gamified app for energy saving and sustainability. Pablo Hernández-López, Carina Gonzalez-González
    • Keep Attention: A Personalized Serious Game for Attention Training. Nadia Hocine, Mohamed Ameur, Wafaa Ziani
    • The power of gamification to learn and promote healthy habits among children. Leire Bastida, Ana Moya, Eugenio Gaeta, José Eurico de Vasconcelos Filho, Felicia Gabler
    • On the Relationship between Subjective and Objective measures of VR experiences: a Case Study of a Serious Game for Museums. Inmaculada Rodríguez-Santiago, Anna Puig, José Antonio Rodríguez, Josep Lluís Arcos, Sergi Cebrián, Anton Bogdanovych, Núria Morera, Raquel Piqué, Antonio Palomo
    • Serious Gaming Coming of Age: Implementing a European Innovation Policy to Amplify Serious Game Development. Wim Westera
  • 16:15 – 16:45 Coffee break
  • 16:45 – 18:15 Session 3 – Gameful Design (Chair: Carina S. González)
    • A study on the use of gameful approaches in self-paced “learn to code” (SPL2C) apps. Joan Arnedo-Moreno, Susanna Tesconi, Maria Jesús Marco Galindo, David García Solorzano, Marta Fondo García
    • Instructional Sequences in Foreign Language Gamified Didactic Interventions. Jaume Batlle, Christine Appel
    • Stories or scenarios: Implementing narratives in gamified language teaching. Joan Tomàs Pujolà Font, M. Vicenta González Argüello
    • Gamification of school education in Russia: case study. Alexander Vetushinskiy, Pavel Zhukov
    • A Pilot Study of a Digital Skill Tree in Gameful Education. Gustavo Tondello, Lennart Nacke
    • (Industry paper) Site-Specific Augmented Reality Gaming for Cultural Engagement: Experience and Reflection. Mads Haahr, Pernille Henriette Wiil, Henriette Buus
  • 18:15 – 18:30 Closing
  • 19:00: Reception at Antonio’s (12 minutes walking straight down Carrer de Badajoz, location)
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