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HCI 2025: Gothenburg, Sweden - Volume 43
- Brian K. Smith, Marcela Borge:
Learning and Collaboration Technologies - 12th International Conference, LCT 2025, Held as Part of the 27th HCI International Conference, HCII 2025, Gothenburg, Sweden, June 22-27, 2025, Proceedings, Part III. Lecture Notes in Computer Science 15808, Springer 2025, ISBN 978-3-031-93745-3
Serious Games and Gamification
- Miguel Á. Conde
, Juan Alberto García-Esteban
, Jesús Ángel Román Gallego
, Sonsoles López-Pernas
:
Analysing Student Engagement Through the Definition of Educational Escape Rooms. 3-14 - Álvaro Marcelo Moyano-Barahona, Carlos Alberto Espinosa-Pinos, Paulina Magally Amaluisa Rendón:
The Impact of Gamification on Reading Comprehension: Transforming Literacy Skills Among High School Students in Puyo, Ecuador. 15-26 - Catlyn Kirna
, Birgy Lorenz
:
Societal Responsibility in Educational Game Making: Gender Presentation in Cyber Security Games. 27-40 - Havana Rika, Moshe Leiba, Yogev Shani, Anat Ben-Yaacov:
Game On: Leveraging Gamification in CS0 to Boost Preparedness and Persistence for CS1. 41-58 - Andrés Roberto Ruiz-Vega, Carlos Alberto Espinosa-Pinos, María Giovanna Núñez-Torres:
Active Learning Strategies in Geometry: Effectiveness of a Gamified Digital Application at the Upper Basic Level. 59-68 - Ning Wang, Boxi Fu, Betul Dincer, Omkar Masur, David Faizi, Harshul Ravindran, Julia Wang, Devashish Lai, Chirag Merchant:
Becoming Fei: An Educational Game for AI and Data Science Education for Novice Learners. 69-79 - Qiuyue Zhao, Yang Liu, Xinying Wang:
An Analysis of the Fun Elements in Gamification Design for Mobile Learning Applications. 80-93 - Xi Zhou, Joan Ong Xin Tong, Xiaowen Gu:
Proposing the Character Interaction Design Strategy to Improve the Educational Attributes of DEGs. 94-110
Immersive Learning
- Ângelo Amaral
, Carolina de Carvalho Amaral
, Soellyn Elene Bataliotti
:
AtletismoRV: Navigating the Complexity of Developing a Virtual Reality Application for Physical Education Teaching in Brazilian Elementary Schools. 113-121 - Karin Bolliger, Thomas Keller
, Britta Massie
:
A French Foreign Language Lesson for Children with German as a Second Language in Virtual Reality: A Case Study. 122-135 - Ying Guo
, Ouyang Li, Jinrong Liu
:
Application of Augmented Reality in Cultural Education: A Case Study of Enhancing Aesthetic Education for Elementary Students Using AR Pop-Up Books on Xiguan Culture. 136-150 - Zida Han, Qingchuan Li
:
From Ideas to Concepts: Exploring Virtual Reality Usage Patterns and Technology Adoption in Design Education. 151-166 - Yudai Honda, Kenta Tanizawa, Katsutoshi Masai
, Yugo Nakamura
, Hyuckjin Choi
, Shogo Fukushima
:
Generating Sensory Vocabulary Cues for Describing Scents in Olfactory-Enhanced Second Language Vocabulary Learning. 167-184 - Kikuka Miura, Yasuhito Sawahata
, Yuji Ujihashi, Masahiro Usui, Kodai Kikuchi, Masaru Tanaka, Masaru Miyazaki, Kazuteru Komine
, Hironori Egi
:
Educational Effectiveness of VR/2D Videos Produced Using Equivalent Conventional 2D Video Production Method. 185-197 - Christina Pasalidou
, Anna-Maria Velentza
, Nikolaos Fachantidis
:
Teachers' Attitudes Towards the Use of Augmented Reality and a Socially Assistive Robot in Education. 198-214
Understanding Learning Experiences
- Hsiwen Fan, Cheng-Chih Hsieh:
Exploring the Role of VTubers in Enhancing Campus Engagement: A Case Study of Kaku Kamu at National Taichung University of Education. 217-232 - Sarah Gnoth, Jasminko Novak
:
Supporting AI Literacy Through Experiential Learning: An Exploratory Study. 233-251 - Martha Hubertz, Alisha Janowsky:
Mind the Gap: Understanding Diverse Student Experiences with AI Through GAAIS Analysis. 252-269 - Jie Ling
, Nahua Huang, Aini Xue, Zhuohong Ma, Hongye Li, Jiayi Wu, Ouyang Li:
AI-Generated Content-Supported Collaborative Rural Mural Creation: A Training Framework for University and School Students, Educators, and Community Members. 270-292 - Maíra Marques, Sergio F. Ochoa:
Addressing Brownfield Projects in Software Engineering Courses Using a Shared Interactive Workspace: An Experience Report. 293-304 - Ryosuke Nakamura, Ryunosuke Nishimura, Hironori Egi
:
Analyzing Changes in Participants' Thinking During a Discussion by Examining the Abstractness Distribution of Words in Their Pre and Post-Discussion Memos. 305-316 - Ernica Noel, Glenda Gay
:
Voices of Change: How Student Input Drives Educational Transformation. 317-328 - Fatih Oztank
, Mohsen Bahrami
, Selim Balcisoy
:
Let Me Share My Groupware: An Analysis of Groupware as a Remote Collaboration Medium. 329-345 - Alberto Real-Fernández
, Manuel Fernández-Alcántara
, Faraón Llorens-Largo
, Rafael Molina-Carmona
, Catalina Iliescu-Gheorghiu
, Vanesa Dimitrova-Spiridonova:
Measuring and Reducing Presentation Stress in Educational Contexts. 346-357 - José Reyes-Rojas
, Jaime Sánchez
:
Did We Learn Anything? Teachers' Learning Technology Use in the Classroom in a Post-Covid Era. 358-369 - David Simón
, David Fonseca
, Marian Aláez
, Susana Romero
, Carlos Fresneda Portillo
:
Improving Tutorial Action and Learning Self-regulation: Linking Quantitative Variables and Qualitative Dimensions in First-Year University Students. 370-384 - George Adrian Stoica, Talha Mahboob Alam, Robin Støckert:
Experiences with Flipped Classroom Interventions in a Practical Software Engineering Course. 385-401 - Tzu-No Tseng, Tung-Ming Lee, Jo-Yu Kuo:
Enhancing Inquiry-Based Learning in Human Factors Engineering with Generative AI: A Case Study in Industrial Design Education. 402-414 - Yiyi Wang:
Interactive Methods to Enhance Attention in Java Learning for Underprivileged Children: A Case Study from Singapore's Code for All Program. 415-428

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