SESSION DETAILS
Gamification & Game-based Learning
Event: EDULEARN20
Track: Active & Student-centered Learning
Session type: VIRTUAL

▼ Gamification
THE ROLE OF GAME DEVELOPERS IN A COLLABORATIVE PEDAGOGICAL GAME DESIGN
A. Saggah, A. Atkins, R. Campion
WORKING AND FEELING AS A TEAM USING GAMIFICATION AMONGST UNIVERSITY STUDENTS
P. Martín-Hernández, A.I. Gil-Lacruz, M. Gil-Lacruz, A.C. Tesán Tesán, J.L. Azkue Beteta
IMPROVING FLIPPED LEARNING THROUGH GAMIFICATION
M. Gimenez, M.V. Sandin-Vazquez
ADAPTIVE GAMIFICATION MODELS IN HIGHER EDUCATION: IS THERE A PLACE FOR SELF-REGULATED LEARNING?
M. Raleiras, J. Viana, F. Costa
SUSTAINABLE DEVELOPMENT GOALS AND GENERAL SKILLS INTEGRATED THROUGH GAMIFICATION IN HIGHER EDUCATION: A CASE STUDY
I. Guillén-Guillamón, H. Moreno-Ramón, M. Cabedo-Fabrés, M. Ferrando-Bataller, S. Calvet-Sanz, S. Ibáñez-Asensio, A. Jiménez-Belenguer
ANALYSIS OF PHYSICAL EDUCATION APPS FOR COOPERATIVE LEARNING THROUGH GAMIFICATION
L. Iglesias Alcón, A. Torres-Toukoumidis, N. Medranda Morales
THE USE OF A BUSINESS GAME TO IMPROVE FIRST-YEAR STUDENT MOTIVATION AT THE FACULTY OF ECONOMICS AND BUSINESS (UNIVERSITY OF THE BASQUE COUNTRY)
THE USE OF A BUSINESS GAME TO IMPROVE FIRST-YEAR STUDENT MOTIVATION AT THE FACULTY OF ECONOMICS AND BUSINESS (UNIVERSITY OF THE BASQUE COUNTRY)
A. Lafuente Ruiz de Sabando, O. Valmaseda-Andia
SHARING STUDENT MARKETING COMPETENCES THROUGH GAMIFICATION AND ITS USE AS A DECISION MAKING TOOL FOR BUSINESS PLANNING
I. Puebla, R. Ayestarán
GAMIFICATION AND TEACHING INNOVATION TECHNIQUES APPLIED TO LAST YEAR STUDENTS IN THE DEGREE IN INTERNATIONAL RELATIONS: THE USE OF BRAINSTORMING PROMPT AND SPEED-DATING
M. Medina
GAMIFICATION OF THE MATHEMATICS COURSE FOR PRE-SERVICE PRESCHOOL AND PRIMARY SCHOOL TEACHERS
I. Zsoldos-Marchis
SYSTEMATIC METHODOLOGY FOR THE DESIGN OF GAMIFICATION ACTIVITIES AND APPLICATION TO ENGINEERING DEGREES AS ACTIVE LEARNING TOOL
SYSTEMATIC METHODOLOGY FOR THE DESIGN OF GAMIFICATION ACTIVITIES AND APPLICATION TO ENGINEERING DEGREES AS ACTIVE LEARNING TOOL
D. Ranz, B. Peña, M. Alegre
GAMIFICATION AND SELF-ASSESSMENT TO PROMOTE STUDENT MOTIVATION IN AN UNDERGRADUATE PROGRAMMING COURSE: A CASE STUDY
C. Manresa-Yee, M.F. Roig-Maimó, F.J. Perales, M. Mascaró, J. Montes de Oca, J.M. Buades, S. Ramis
LAB-ON-A-SCREEN: GAMIFICATION OF INORGANIC CHEMISTRY EXPERIMENTS
M. Navlani-García, D. Salinas-Torres, A. Berenguer-Murcia, J. Fernández-Catalá, J. Quilez-Bermejo, E. Vilaplana-Ortego, A. Vallés-Botella, O. Cornejo-Navarro, I. Martínez-Mira, R. Torregrosa-Maciá, M. Molina-Sabio, G. Alemany-Molina
▼ Game-Based Learning
STAKEHOLDER PERSPECTIVES ON A EUROPEAN UNION SUPPORTED PROJECT FOR APPLIED GAME DESIGN
STAKEHOLDER PERSPECTIVES ON A EUROPEAN UNION SUPPORTED PROJECT FOR APPLIED GAME DESIGN
P. Cowley, P. Hollins, D. Hyams-Ssekasi
TO PLAY OR NOT TO PLAY, THAT IS THE QUESTION!
TO PLAY OR NOT TO PLAY, THAT IS THE QUESTION!
A. Teles Vieira
GAME BASED LEARNING ON TRANSVERSAL SKILLS DEVELOPMENT: AN APPLIED STATE OF THE ART
J. Reuter, M. Ferreira Dias, M. Madaleno, A. Amorim, A. Vitória
THE USE OF BOARD GAMES AND THEIR DEVELOPMENT PRINCIPLES: A CASE REVIEW
THE USE OF BOARD GAMES AND THEIR DEVELOPMENT PRINCIPLES: A CASE REVIEW
P.N. Rito
LEARNING TO TAKE THE NEXT STEP: KNOWLEDGE ACQUISITION OF ORTHOGRAPHIC PATTERNS IN SERIOUS GAMES WITH IMMEDIATE FEEDBACK
K. Berkling, H. Kermes
BRINGING LEARNING AND ENTERTAINMENT ACROSS CHALLENGES: AN APPLICATION OF GAME
A. Coelho, J. Costa, F. Costa, F. Machado, O. Martins
THE DEVELOPMENT OF SOFT SKILLS THROUGH GAME BASED LEARNING AMONG UNIVERSITY STUDENTS
P. Martín-Hernández, J.L. Azkue Beteta, A.I. Gil-Lacruz, M. Gil-Lacruz, A. C. Tesán Tesán
LEARNING HOW SCIENCE WORKS THROUGH BLACK BOX GAMES: A TEACHER TRAINING CASE STUDY
A. Vázquez-Alonso, M.A. Manassero-Mas
GAME-BASED LEARNING OF SCIENTIFIC SKILLS
M. Huebra, J. Ibarretxe, A. Okariz, A. Sarasola, J.L. Zubimendi
QUALITY CRITERIA FOR SERIOUS GAMES SHOWN ON MATHEMATICAL EDUCATION GAMES
M. Schaub, K. Straßburg, R. Bruder, P. Caserman, S. Göbel, K. Hoffmann, P. Müller, E. Staub
A GAME-BASED, ACTIVE LEARNING APPROACH FOR BUILDING 21ST CENTURY SKILLS IN ENGINEERING AND ECONOMICS HIGHER EDUCATION
A GAME-BASED, ACTIVE LEARNING APPROACH FOR BUILDING 21ST CENTURY SKILLS IN ENGINEERING AND ECONOMICS HIGHER EDUCATION
H. Tsalapatas, O. Heidmann, C. Katsimentes, S. Panagiotopoulos, C. Taka, C. Vaz de Carvalho, T. Jesmin, J. Terasmaa, M. Caeiro Rodriguez, L. Tolstrup Sørensen
▼ Games in Primary Education
GAME BASED LEARNING (GBL) IN PRIMARY SCHOOLS FROM ROMANIA
I. Zsoldos-Marchis, T.H. Hari
DESIGNING INTERACTIVE EDUCATIONAL DRAWING-BASED BOARD GAME FOR CHILDREN
M. Khalili, F. Shakourirad, N.S. Hosseini
PLAY: HUMAN ACTIVITY AND THE EDUCATIONAL TOOL OF THE SCHOOL CONTEXT
M. Santi, M.C. Aguirre, M.X. Aguirre, G. Carvalho, W. Silva, A. Bezerra, W. Costa, E. Costa, B. Silva, V. Lima
GENIUSUP! CHEMISTRY (SPECIAL EDITION)! AN EDUCATIONAL EXPERIENCE THROUGH SERIOUS GAMES FOR CHEMISTRY LEARNING IN A LUDIC WAY
F.J. Perales, S. Ramis, C. Manresa-Yee
LEARNING ENGLISH USING "DAMPRAK" GAME IN EARLY CHILDHOOD EDUCATION, BANJARMASIN SOUTH KALIMANTAN INDONESIA
A. Aslamiah, R. Purwanti, N. Ngadimun, N. Noorhapizah, A. Suriansyah, R. Amelia
▼ Escape Games in Education
ESCAPE ROOM: HOW MOTIVATION IMPROVES THE LEARNING PROCESS
ESCAPE ROOM: HOW MOTIVATION IMPROVES THE LEARNING PROCESS
M.A. Galindo, C. R. Maldonado, M.E. García-Rubiño, A. Lorente-Macías, A. Orte, R.M. Sánchez-Martín, A. Matilla-Hernández, M.J. Pineda de las Infantas Villatoro, J. Niclós-Gutiérrez, A. Domínguez-Martín
BE SAFE AND ESCAPE THE LAB: A LEARNING EXPERIENCE FOCUSED ON LABORATORY SAFETY RULES AND HAZARDOUS WASTE MANAGEMENT
BE SAFE AND ESCAPE THE LAB: A LEARNING EXPERIENCE FOCUSED ON LABORATORY SAFETY RULES AND HAZARDOUS WASTE MANAGEMENT
N. Rojo, J. Gutierrez, A. Santaolalla, E. Sáez de Cámara, D. Encinas, Z. Gómez-de-Balugera
GAMIFIED FLIPPED CLASSROOM AND ITS EVALUATION: BENEFITS OF THE ESCAPE ROOM METHOD
M. Orero-Blat, V. Simón-Moya, J. Sendra
SITUATED ESCAPE GAMES: FACILITATING KNOWLEDGE AND AWARENESS ABOUT HEALTHY NUTRITION
T. Yachin, M. Barak
▼ Digital Games in Education
MINECRAFT: EDUCATION EDITION AS A GAME-BASED LEARNING IN SLOVAKIA
J. Sajben, N. Klimova, G. Lovaszova
GAMES AND M-LEARNING IN PORTUGAL: EXPLORATORY META-ANALYSIS OF OPEN ACCESS STUDIES BETWEEN 2012 AND 2018
T. Cardoso, M. Ferreira Marques
PROJECT GGULIVRR: GENERIC GAME FOR UBIQUITOUS LEARNING IN INTERACTIVE VIRTUAL AND REAL REALITIES
H. Akerlund, G. Audemard, H. Bollaert, V. Hayenne-Cuvillon, A. Hlobaz, M. Kozlenko, P. Milczarski, J.C. Monteiro, J. Morais, D. O'Reilly, P. Possemiers, Z. Stawska
STEREOTYPES, VIDEOGAMES AND AWARE PLAYERS IN HIGHER EDUCATION
M. Ranieri, C. Gaggioli
GAMEMAKER AS AN INSTRUMENT TO CREATE EDUCATIONAL RESOURCES BASED ON GAME ELEMENTS
M. Acosta, R. Cabrera, J. Montaguano, W. Leon, J. Morocho, A. Toala
THE USE AND DEVELOPMENT OF VIDEO GAMES IN THE CLASSROOM: YOU SHOULD CONSIDER IT
THE USE AND DEVELOPMENT OF VIDEO GAMES IN THE CLASSROOM: YOU SHOULD CONSIDER IT
P.N. Rito
‘BEING A SPACE MINING CREW’: HOW PARTICIPANTS JOINTLY DISCOVER THEIR COMPLEMENTARY RESOURCES WHILE ENGAGING INTO A SERIOUS GAME AT AN INTERACTIVE TABLETOP (ITT)
B. Arend, S. Heuser, V. Maquil, H. Afkari, P. Sunnen
USE OF A DIGITAL GAME IN THE CLASSROOM TO TEACH MATHEMATICS. A CASE STUDY
P. Gonçalves, P. Catarino, A. Soares
THE NEW INTERACTIVE ANCIENT WORLD OF AQUAE CALIDAE
D. Paneva-Marinova, L. Zlatkov, L. Pavlova, D. Luchev, R. Pavlov
IMPROVING DECISION-MAKING IN NURSING STUDENTS THROUGH INTERACTIVE FICTION USING "TWINE" SOFTWARE
IMPROVING DECISION-MAKING IN NURSING STUDENTS THROUGH INTERACTIVE FICTION USING "TWINE" SOFTWARE
A.J. Marín-Paz, J.J. Cobacho-de-Alba, M. Sanlés-Pérez, R. González-Rodríguez, A.M. Sainz-Otero