Learning and collaboration technologies : 11th International Conference, LCT 2024, held as part of the 26th HCI International Conference, HCII 2024, Washington, DC, USA, June 29-July 4, 2024, Proceedings. Part II / Panayiotis Zaphiris, Andri Ioannou, editors.

This three-volume set LNCS 14722-14724 constitutes the thoroughly refereed proceedings of the 11th International Conference, LCT 2024, held as part of the 26th International Conference on Human-Computer Interaction, HCI International 2024 (HCII 2024), was held as a hybrid event in Washington DC, USA...

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Bibliographic Details
Online Access: Full Text (via Springer)
Corporate Authors: LCT (Conference) Washington, D.C.), International Conference on Human-Computer Interaction
Other Authors: Zaphiris, Panayiotis (Editor), Ioannou, Andri (Editor)
Other title:LCT 2024
Format: Conference Proceeding eBook
Language:English
Published: Cham : Springer, 2024.
Series:Lecture notes in computer science ; 14723.
Subjects:
Table of Contents:
  • Intro
  • Foreword
  • HCI International 2024 Thematic Areas and Affiliated Conferences
  • List of Conference Proceedings Volumes Appearing Before the Conference
  • Preface
  • 11th International Conference on Learning and Collaboration Technologies (LCT 2024)
  • HCI International 2025 Conference
  • Contents - Part II
  • Serious Games and Gamification
  • Domus: An Educational Multiplayer Game for Touch Tables Using a Tangible User Interface
  • 1 Introduction
  • 2 Related Work
  • 3 Domus
  • 3.1 Interface and Interaction
  • 4 User Study
  • 4.1 Participants
  • 4.2 Apparatus
  • 4.3 Procedure
  • 5 Results and Discussion
  • 5.1 Learning Outcomes Questionnaire
  • 5.2 SUS Questionnaire
  • 5.3 Free-Form Comments
  • 5.4 Insights and Implications
  • 6 Conclusions and Future Work
  • References
  • The Use of Gamification in Mathematics Education: Enhancing Geometry Comprehension with High School Students
  • 1 Introduction
  • 1.1 JustificacioĢn
  • 2 Methodology
  • 2.1 Justification
  • 3 Results and Discussion
  • 4 Conclusions
  • References
  • A Gamified Learning Experience for Teaching European Values in English Lessons
  • 1 Introduction
  • 2 Project Description
  • 3 Design of the eLearning Course
  • 4 Gamification Strategy
  • 4.1 Gamification Elements
  • 4.2 Branching Scenarios
  • 4.3 Game-Based Resources
  • 5 Expected Implementation and Impact
  • 6 Discussion and Conclusions
  • References
  • Spatial Cognition Through Gestural Interfaces: Embodied Play and Learning with Minecraft
  • 1 Introduction
  • 2 Methods
  • 2.1 Technical Details
  • 2.2 User Study
  • 2.3 Spatial Task
  • 3 Findings
  • 4 Discussion
  • 5 Conclusion
  • References
  • How Hexad Player Types Affect Student Behaviour in Three Versions of a Peer-Quizzing Game
  • 1 Introduction
  • 2 Background and Related Work
  • 2.1 Player Typologies
  • 2.2 Using Player Typologies to Tailor Educational Games
  • 3 Methodology
  • 3.1 Research Tool: A Peer-Quizzing Educational Game
  • 3.2 Study Design
  • 4 Results
  • 4.1 Comparison Between Activities in the Three Groups
  • 4.2 Hexad Player Types in the Three Groups
  • 4.3 Hexad Player Types and Engagement in Game Activities
  • 5 Discussion
  • 6 Conclusion
  • References
  • Exploring the Impact of Purposeful Board Games in Higher Education
  • 1 Introduction
  • 2 State of the Art
  • 3 Research Setting
  • 4 Evaluation and Lessons Learned
  • 4.1 Purposeful Board- and Card Games
  • 4.2 Surveys and Reports
  • 4.3 Game Distribution and Game Event Organisation
  • 4.4 Preparation and Reflection
  • 5 Conclusion and Future Research
  • References
  • Implementation and Usability Evaluation of an Online Videogame for Learning Musical Harmony
  • 1 Introduction
  • 2 Related Work
  • 2.1 Distance Learning
  • 2.2 Educational Videogames
  • 2.3 Educational Music Games
  • 2.4 Musical Harmony Educational Tools
  • 2.5 Usability on Mobile Devices
  • 2.6 Asynchronous Games
  • 3 Game Design
  • 4 Solution Design
  • 5 Game Controls
  • 6 Evaluation Methodology
  • 7 Evaluation Sample