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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Corporate Authors: | , |
Other Authors: | , |
Other title: | LCT 2024 |
Format: | Conference Proceeding eBook |
Language: | English |
Published: |
Cham :
Springer,
2024.
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Series: | Lecture notes in computer science ;
14723. |
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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 JustificacioĢn
- 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