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    Games and Learning Alliance

    Games and Learning Alliance

    Conference

    年发文量

    研究主题

    论文(551)

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    1Gamification in International Supply Chain Management: Impact on Students' Engagement and Performance.
    Frazen Tolentino-Zondervan, Margarita Bagamanova, Raul Casado Linares, Casper Draijer, Erik van den Thillart, Habiba Khan, Maarten van Amerom, Teresa Sanchez Rico

    This study evaluates the effect of gamification on the engagement and performance of first-year students in the International Supply Chain Management course at a University of Applied Sciences. Several students were exposed to the pilot of The Fresh Connection compact, a simulation game which was implemented between May to June 2025. Based on 350 observations, students are categorized as control group (without exposure to game, n = 217) and treatment group (with exposure to game, n = 133). These groups were further divided based on individual’s final grade: pass (grade ≥ 5.5) or fail (grade ˂5.5). The dataset is supplemented by a survey of students that played the game. Results show significant difference between students who participate in the game and took both exams (78

    2026
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    2Feeling an Itch: A Systematic Review of Games for Mental Health on Itch.io.
    Aquila Wessels,Sander Bakkes,Julian Frommel

    In this study, we systematically reviewed mental health-related games on the indie games platform itch.io. After initial screening and subsequent gameplay, we arrived at a dataset of 60 browser-playable games tagged with “mental health” on itch.io, which were reviewed and classified along a set of categories: targeted mental health topic, game type, player motivation type, method used, theoretical grounding, references to resources, itch.io genre, interaction style, single-player or multiplayer social presence, and playtime. Analyzing trends in this dataset, we found that anxiety and depression were the most commonly targeted issues, while the game experiences were commonly single-player interactive fictions and visual novels. Only 13.33

    2026
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    3Enhancing Student Engagement Through AI and Gamification: A Case Study of an Educational Platform.
    Antonio Bucchiarone,Simone Bassanelli, Tommaso Guidolin

    Integrating artificial intelligence (AI) and gamification in education opens new opportunities for personalized and engaging learning. This paper presents PolyGloT, an AI-powered platform enhanced with gamified elements to support the motivation and adaptability of learners. The system offers AI feedback and adaptive content in real time to maintain engagement. We outline its rationale, core characteristics and pedagogical foundations and report on an empirical study with 48 students using the UEQ-S questionnaire. The results showed moderately positive impressions, especially in hedonic quality, while pragmatic aspects such as clarity require improvement. Lessons learned stress the need to balance innovation with usability and point to future work on interface refinement, broader evaluation, and deeper analysis of the roles of AI and gamification.

    2026
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    4Escape Game Chatbot: Co-designing Educational Games for Sustainability.
    Michael Louis Eulenstein, Thorsten Schoormann

    The growing use of escape games in education has led to innovative digital tools that support learning and teaching. This paper introduces the Escape Game Chatbot, a ChatGPT-based tool that assists users in co-designing educational escape games through guided narrative planning, puzzle creation, and alignment with learning objectives focused on Sustainable Development Goals. The Escape Game Chatbot aims to lower design barriers for educators and game designers lacking expertise in this context. A formative evaluation with 15 university participants indicates positive impacts on design understanding, creativity support, and the likelihood of the Escape Game Chatbot’s reuse.

    2026
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    5Designing Cultural Heritage Serious Games with Generative AI: from Structured Frameworks to Playable Prototypes.
    Vittorio Murtas,Vincenzo Lombardo

    Subject Matter Experts (SMEs) are essential in serious games for cultural heritage, where their input ensures accuracy and ethical integrity. Designers must collaborate closely with SMEs to encode cultural content into game components, often relying on structured frameworks to support and formalize this process. However, such collaboration is time-consuming, costly, and often out of reach for small or underfunded cultural projects—especially those focused on niche topics with limited audiences. This study explores the extent to which generative AI can reduce this dependency. Using ChatGPT within the Co.Lab framework, we developed Edgar à GoGo, a prototype inspired by Varèse’s Poème Électronique, combining AI-generated content with a human-authored game structure. The experiment examines how general knowledge, enhanced by selected project-specific materials, can partially substitute the traditional SME–designer dialogue. The prototype was reviewed by three SMEs familiar with the heritage item, offering insights into the coherence and completeness of the AI output. Findings suggest a hybrid workflow with AI aiding human design. While not a replacement for expert insight, generative AI may serve as a catalyst for ideation and discussion, especially in low-resource settings.

    2026
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    高被引作者

    作者引用发文
    Margarida Romero1548
    Manuel Ninaus12524
    Kristian Kiili10522
    Korbinian Moeller919
    Eric Sanchez897
    Jean-Nicolas Proulx881
    Francesco Bellotti8625
    Sylvester Arnab816
    Maud Plumettaz-Sieber752
    Jannicke Baalsrud Hauge7317

    高产作者

    作者引用发文
    Francesco Bellotti8625
    Manuel Ninaus12524
    Kristian Kiili10522
    Jannicke Baalsrud Hauge7317
    Alessandro De Gloria5915
    R. Berta5314
    Rafael Bidarra4911
    Manuel Gentile5010
    Iza Marfisi-Schottman369
    Wim Westera569

    相关期刊

    International Journal of Computer Games Technology
    International Journal of Serious Games
    Serious Games Development and Applications
    Software Development for Enhancing Accessibility and Fighting Info-exclusion
    Western Canadian Conference on Computing Education
    GamiFIN Conference
    Immersive Learning Research Network
    International Conference on Human Computer Interaction
    Methodologies and Intelligent Systems for Technology Enhanced Learning
    DeLFI Workshops