Editorial Vol 5, Issue 2, June 2018

 Alessandro De Gloria describes five  excellent papers
Formative evaluation of an adaptive game for engaging learners of programming concepts  in K -12”, by Lindberg and Laine, [1], presents Minerva,  a  multi-genre  (adventure, action, puzzle) game to engagé elementary school students in learning programming con-cepts.
“Training Computational Thinking through board games: The case of Crabs & Turtles”, by Tsarava et Al., [2], presents a three life-size board games– Crabs & Turtles: A Series of Computational Adventures – aimed at providing an unplugged and low – threshold introduc-tion to computational thinking.
“A ReliabilityGame for Source Factors and Situational Awareness Experimentation”,
by De  Rosa et Al., [3], tackles the issue, typical in the  military domain, of assessing
the variety of information sources (e.g., sensors, open -source, intelligence, historical databases) and their possible lack of veracity.
“EmployeeProfiles  and  Preferences  towards  IoT-enabled  Gamification  for  Energy
Conservation”, [4], by Kostopoulos et Al., presents  and assess an Internet of Things(IoT) -enabled  gamified  mobile  application that  provides personalized  energy -saving  rec-ommendation   tips   to   employees.
“Development of a Hardware/Software System for Proprioception Exergaming”, [5],
by Kobeissi et Al., investigates how to integrate tools for proprioception (equilibrium and
balance) training into a serious game combining effectiveness and enjoyment.
See the Editorial full text