Escape Rooms for Learning
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Abstracts of Papers Presented at the 12th International Conference on Game Based Learning ECGBL 2019 Hosted By University of Southern Denmark Odense, Denmark 3-4 October 2019 Copyright The Authors, 2019. All Rights Reserved. No reproduction, copy or transmission may be made without written permission from the individual authors. Review Process Papers submitted to this conference have been double-blind peer reviewed before final acceptance to the conference. Initially, abstracts were reviewed for relevance and accessibility and successful authors were invited to submit full papers. Many thanks to the reviewers who helped ensure the quality of all the submissions. 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The Conference Proceedings for this year and previous years can be purchased from http://academic-bookshop.com E-Book ISBN: 978-1-912764-37-2 E-Book ISSN: 2049-100X Book version ISBN: 978-1-912764-38-9 Book Version ISSN: 2049-0992 Published by Academic Conferences and Publishing International Limited Reading UK 44-118-972-4148 www.academic-conferences.org Contents Paper Title Author(s) Preface Committee Biographies Keynote Outlines 1 1 Playful Play-Design: Balancing Helle Marie Skovbjerg 3 Danger and Safty in Children’s Full Body Play Research papers 11 5 The Impact of In-Class Mobile Sahar Al-Sudani 13 7 Learning on Students’ Engagement and Performance Evaluating GameScapes and Ashish Amresh, Vipin 22 8 SimApps as Effective Classroom Verma, Tyler Baron, Rahul Teaching Tools Salla, David Clarke and Doug Beckwith CreativeCulture: Can Teachers be Sylvester Arnab, Jacey- 32 8 Game Designers? Lynn Minoi, Fitri Mohamad, L. Morini and S. Clarke Implementation and Assessment Dmitriy Babichenko, Lorin 41 9 of Three Gamification Strategies Grieve, Elizabeth Across Multiple Higher Education Bilodeau, and Daryna Disciplines Koval Gamification in Higher Education: Afsaneh Bagheri, Amin 48 10 Implications to Improve Alinezhad and Seyed Entrepreneurship Education Mojtaba Sajadi Using Games to Develop Personal Marina Bareicheva, 58 11 Skills Required for Strategic Natalia Stepanova, Pavel Decision Making Bochkov and Yury Davy i Paper Title Author(s) Games, Design and Assessment: Stephen Bezzina 67 12 How Game Designers are Doing it Right Between “Fortnite” and Vassilis Bokolas and 74 13 “Civilization”: Digital Games and Dimitra Panagouli Historical-Cultural Education “I Know I Have Done This in Malte Borges and Lasse 82 14 School, but This is More fun!” The Juel Larsen Development of the Motivating Learning Application, The World of Carl MeCo: A Digital Card Game to Eelco Braad, Nick Degens 92 15 Enhance Metacognitive Awareness and Wijnand IJsselsteij Towards a Framework for Eelco Braad, Nick Degens 101 16 Metacognition in Game-Based and Wijnand IJsselsteijn Learning Digital Open Badge-Driven Sanna Brauer 110 17 Learning: Gamified Progress and Inspiring Assessment Using Single Player Virtual Tina Helene Bunæs and 119 18 Simulations for Training on Joakim Karlsen Collaborative Medical Practice ‘Homeless Monopoly’: Co-Creative Jackie Calderwood 127 19 Community Engagement Model for Transmedia Educational Game Design Some Remarks on the Idiosyncrasy José Ramón Calvo-Ferrer 137 20 of Serious Games and its Effects on Research Results Programming to Learn in Primary Augusto Chioccariello and 143 21 Schools: Including Scratch Laura Freina Activities in the Curriculum ii Paper Title Author(s) Where are all the Curious Samantha Clarke and 151 22 Students? Fostering a Love for Sylvester Arnab Learning Through a Curiology box Approach HRM Driven Organizational Luuk Collou, Guido 160 23 Change: Developing a Game Bruinsma and Maarten Simulation Model for Strategic van Riemsdijk HRM Games for Education of Deaf Conceição Costa, Lília 170 24 Students: A Systematic Literature Marcelino, José Neves Review and Carla Sousa Create Minecraft Fame, Save the Mária Čujdíková 182 24 World GAF: From a Conceptual Jason Davis 192 25 Framework to a Model of Learning in Educational Gaming Design Thinking, Game Design, and Stine Ejsing-Duun and 201 26 School Subjects: What is the Thorkild Hanghøj Connection? Aesthetic and Ethical Value Lars Elbæk and René 210 27 Stances in Sport, Play and Engelhardt Hansen Movement-Games Game-Based Learning as a Carlo Fabricatore and 218 28 Meaning Making-Driven Activity Maria Ximena Lopez Process: a Human Factors Perspective Ingress Rooms: Sustainable and Gordon Fletcher 227 29 Scalable Games for Learning Escape Rooms for Learning: A Panagiotis Fotaris and 235 30 Systematic Review Theodoros Mastoras Game Making in Italian Primary Laura Freina, Lucia Ferlino 244 31 Schools: The Neglected Actor and Augusto Chioccariello iii Paper Title Author(s) Minecraft for Teaching Craft, Sonja Gabriel, Matthias 258 32 Design and Technology in Primary Hütthaler and Michael School Nader SG4Mobility: Educational Game Stefan Göbel, Alvar 267 33 for Environment-Friendly Mobility Gámez-Zerban, Philipp Behaviour Müller, Thomas Tregel, Andreas Gilbert, Jason Christian and David Schmoldt Development of the Learning Mathias Gregersen, Peter 271 34 Game Tile war Christensen, Natascha Grønlie,Mette Ohlsen and Lasse Larsen Collaborative Modding of a Marianthi Grizioti and 280 35 Simulation Game: An Approach to Chronis Kynigos the Development of Computational Thinking Connecting People and Places: Catherine Grundy and 290 36 Countering ‘Nature Deficit Josephine Lavelle Disorder’ With Location Based Games A Serious Game to Teach Thomas Hainey, Gavin 298 36 Rudimentary Programming: Baxter and Adam Stanton Investigating Content Integration Developing Design Principles for Thorkild Hanghøj, 308 38 Game-Related Design Thinking Charlotte Krog Skott, Activities Birgitte Lund Nielsen and Stine Ejsing-Duun Educating for the 21st Century René Engelhardt Hansen 317 39 With Role Play in Event Design and Lars Elbæk Beyond the Game: Exploring Sara Hinterplattner, Jakob 325 40 Winning Strategies With Gifted Skogø and Barbara Students Sabitzer iv Paper Title Author(s) Soundscape Design in an AR/VR Pei-Chi Ho, Szu-Ming 332 41 Adventure Game Chung and Hui-Guan Lin Game-Based Learning for Tien-Yu Hsu, Hsin-Yi Liang 338 42 Competency Abilities in Blended and Jun-Ming Chen Museum Contexts for Diverse Learners Developing Teamwork Capabilities Suzaan Hughes and 347 43 in a Simulation-Based Course: Frances Scholtz Student Perceptions Math in Minecraft: Changes in Erik Ottar Jensen and 355 44 Students’ Mathematical Identities Thorkild Hanghøj When Overcoming In-Game Challenges Virtual Reality Games and Michal Kabát and 363 44 Environmental Awareness Alexandra Alföldiová Playing Against the Plot: Meta- Bo Kampmann Walther 371 45 Ethical Gameplay Disruption and Joyful Learning in Grand Theft Auto IV Escape Room Design as a Game- Zoi Karageorgiou, Eirini 378 46 Based Learning Process for STEAM Mavrommati and Education Panagiotis Fotaris Method Cards for Movement- Saifuddin Khalid, Lars 386 47 Based Design Activities: A Survey Elbæk and Neha Kane of Free Online Toolboxes Tower of Questions: A Peer- Nafisul Kiron, Ifeoma 395 48 Quizzing Game to Engage Students Adaji, Jeff Long and Julita in Question and Answer Posing Vassileva Hosting a Matrix Wargame in a Thorsten Kodalle 405 49 Slack Workspace First Experience in Game Design Ekaterina Kubina, Natalia 414 49 for Students: Case Study Stepanova, Viola Larionova and Yury Davy v Paper Title Author(s) Motivating Students to Learn law Annemari Kuhmonen, 423 50 Through Co-Creation and Heikki Seppälä, Participation in Game Designing Annamaija Anttila and and Gameplay Piia Rantanen Designing and Evaluating a Kevin Loughrey and Daire 432 51 Gamified Corporate eLearning O’Broin Course Effects of Using Avatars in a Game- Heide Lukosch, Bertien 441 52 Based Learning Environment Broekhans and Johannetta Gordijn Co-Designing an Immersive and Patricia Bianca Lyk, 450 53 Interactive Alcohol Resistance Gunver Majgaard, Timo Training Tool Using 360-Degree Dietrich and Christiane Video Stock Increasing Engagement to Improve Frankie Lyons, Daire 459 54 Wellness With Gamification OBroin, Claire Lodge and Joseph Kehoe Knowledge Collaboration Between Rikke Magnussen and 470 55 Professionals and Non- Anne Gro Stensgaard Professionals: A Systematic Mapping Review of Citizen Science, Crowd Sourcing and Community-driven Research Steering Forces in Learning and Emanuela Marchetti and 478 56 Role-Play: The Case of Camilla Kølsen Petersen Occupational Therapy Education Human Wrongs: Playing With Emanuela Marchetti and 486 57 Sensitive Matters Across Sandbox Andrea Valente Games and Anthropomorphism GameLet: Fostering Oral Reading Ute Massler, Alexander