Journals (multimedia learning and cognitive sciences)

  • Javora, O., Hannemann, T., Stárková, T., Volná, K., & Brom, C. (2019)
    Children like it more but don’t learn more: Effects of aesthetic visual
    design in educational games. British Journal of Educational Technology.
    In Press. DOI: 10.1111/bjet.12701 [FINAL VERSION]
  • Brom, C., Stárková, T., Bromová, E., Děchtěrenko, F. (2019). Gamifying a
    simulation: Do a game goal, choice, points, and praise enhance Learning?
    Journal of Educational Computing Research. In Press. DOI:
    10.1177/0735633118797330 [PDF] [FINAL VERSION]
  • Brom, C., Stárková, T., & D’Mello, S. K. (2018). How effective is
    emotional design? A meta-analysis on facial anthropomorphisms and
    pleasant colors during multimedia learning. Educational Research Review
    25, 100-119 [PDF] [FINAL VERSION]
  • Brom, C., Hannemann, T., Stárková, T., Bromová, E., Děchtěrenko, F. (2017) The role of cultural background in the personalization principle: Five experiments with Czech learners. Computers & Education 112, 37-68. [PDF] [FINAL VERSION]
  • Brom, C., Šisler, V., Slussareff, M., Selmbacherová, T., & Hlávka, Z. (2016). You like it, you learn it: affectivity and learning in competitive social role play gaming. International Journal of Computer-Supported Collaborative Learning, 11(3), 313-348. [PDF] [FINAL VERSION]
  • Hřebíčková, M., Jelínek,M., Blatný, M., Brom, C., Burešová, I., Graf, S., Mejzlíkova, T., Vazsonyi, A. T., & Zábrodská, K. (2016). Big Five Inventory: Zakladní psychometrické charakteristiky české verze BFI-44 a BFI-10. [Big Five Inventory: Basic psychometric properties of the Czech version of BFI-44 and BFI-10.] Československá psychologie, 60(6), 567-583. [ABSTRACT]
  • Tomková, M., Tomek, J., Novák, O., Zelenka, O., Syka, J., & Brom, C. (2015). Formation and disruption of tonotopy in a large-scale model of the auditory cortex. Journal of Computational Neuroscience, 39(2), 131-153. [ZIP]
  • Brom, C., Levčík, D., Buchtová, M., & Klement, D. (2015). Playing educational micro-games at high schools: Individually or collectively? Computers in Human Behavior, 48, 682-694. [PDF] [FINAL VERSION]
  • Brom, C., Bromová, E., Děchtěrenko, F., Buchtová, M., & Pergel, M. (2014). Personalized messages in a brewery educational simulation: Is the personalization principle less robust than previously thought? Computers & Education, 72, 339-366. [PDF] [FINAL VERSION]
  • Brom, C., Buchtová, M., Šisler, V., Děchtěrenko, F., Palme, R., & Glenk, L. M. (2014). Flow, social interaction anxiety and salivary cortisol responses in serious games: A quasi-experimental study. Computers & Education, 79, 69-100. [PDF] [FINAL VERSION]
  • Fajnerová, I., Rodriguez, M., Levčík, D., Konrádová, L., Mikoláš, P., Brom, C., Stuchlík, A., Vlček, K., & Horáček, J. (2014). A virtual reality task based on animal research–spatial learning and memory in patients after the first episode of schizophrenia. Frontiers in Behavioral Neuroscience, 8: 157 (15 pages). [PDF]
  • Šisler, V., Selmbacherová, T., Pinkas, J., & Brom, C. (2014). Teaching contemporary history to high school students: The augmented learning environment of Czechoslovakia 38-89. Masaryk University Journal of Law and Technology, 8(1), 99-122. [PDF]
  • Brom, C., Vyhnánek, J., Lukavský, J., Waller, D., & Kadlec, R. (2012). A computational model of the allocentric and egocentric spatial memory by means of virtual agents, or how simple virtual agents can help to build complex computational models. Cognitive Systems Research, 17-18, 1-24. [PDF] [FINAL VERSION]
  • Brom, C., Preuss, M., & Klement, D. (2011). Are educational computer micro-games engaging and effective for knowledge acquisition at high-schools? A quasi-experimental study. Computers & Education, 57(3), 1971-1988. [PDF] [FINAL VERSION]
  • Brom, C., Šisler, V., & Slavík, R. (2010). Implementing digital game-based learning in schools: Augmented learning environment of ‘Europe 2045’. Multimedia Systems, 16(1), 23-41. [PDF] [FINAL VERSION]

Book sections (multimedia learning and cognitive sciences)

  • Brom, C., & Šisler, V. (2012). Designing Educational Computer Games. Encyclopedia of the Sciences of Learning (pp. 931-934): Springer.

Proceedings (only multimedia learning, cognitive sciences, computing education)

  • Kolek, L., Šisler, V., & Brom, C. (2018). Video Games and Attitude Change–Can We Reliably Measure This? The Challenges of Empirical Study Design. In Lecture Notes in Computer Science, Vol. 11385International Conference on Games and Learning Alliance (pp. 445-448). Springer. [FINAL VERSION]
  • Brom, C., Děchtěrenko, F., Šisler, V., Hlávka, Z., & Lukavský, J. (2018). Does Motivation Enhance Knowledge Acquisition in Digital Game-Based and Multimedia Learning? A Review of Studies from One Lab. In Lecture Notes in Computer Science, Vol. 11243, Joint International Conference on Serious Games (pp. 120-132). Springer. [PDF] [FINAL VERSION]
  • Kolek, L. & Šisler, V. (2017). Representation of history in computer games and attitude change: Empirical study design. Proceedings of The 11th European Conference on Game-Based Learning ECGBL 2017 (pp. 829-834): Academic Conferences and Publishing International Limited. [PDF]
  • Brom, C., Hannemann, T., Stárková, T., Bromová, E., & Děchtěrenko, F. (2016). Anthropomorphic faces and funny graphics in an instructional animation may improve superficial rather than deep learning: A quasi-experimental study. Proceedings of 10th European Conference on e-Learning (pp. 89-97): Academic Conferences and Publishing International Limited. [PDF]
  • Brom, C., Stárková, T., Lukavský, J., Javora, O., & Bromová, E. (2016). Eye tracking in emotional design research: What are its limitations? Proceedings of the 9th Nordic Conference on Human-Computer Interaction (Art. No. 114, 6 pages): ACM. [PDF]
  • Korstanje, R., Brom, C., Gemrot, J., & Hindriks, K. V. (2016). A Comparative study of programming agents in POSH and GOAL. Proceedings of the 8th International Conference on Agents and Artificial Intelligence (pp. 192-203). [PDF]
  • Brom, C., & Děchtěrenko, F. (2015). Mathematical self-efficacy as a determinant of successful learning of mental models from computerized materials. Proceedings of 9th European Conference on Games Based Learning (pp. 89-97): Academic Conferences and Publishing International Limited. [PDF]
  • Brom, C., Dobrovolný, V., & Bromová, E. (2015). Towards in situ measurement of affective variables during playing educational LARPs: A pilot study. Proceedings of European Conference on Games Based Learning (pp. 767-769): Academic Conferences and Publishing International Limited. [PDF]
  • Gemrot, J., Černý, M., & Brom, C. (2014). Teaching intelligent virtual agents programming through simulated children’s games. Proceedings of GameOn 2014 (pp. 43-49). Lincoln, United Kingdom. [PDF]
  • Gemrot, J., Černý, M., & Brom, C. (2014). Why you should empirically evaluate your AI tool: From SPOSH to yaPOSH. Proceedings of 6th International Conference on Agents and Artificial Intelligence (ICAART 2014) (pp. 461-468). Angers, France. [PDF]
  • Selmbacherová, T., Šisler, V., & Brom, C. (2014). The impact of visual realism on the authenticity of educational simulation: A comparative study. Proceedings of The 8th European Conference on Games Based Learning ECGBL 2014 (pp. 520-528). Berlin, Germany: Academic Conferences and Publishing International Limited. [PDF]
  • Gemrot, J., Hlávka, Z., & Brom, C. (2013) Does high-level behavior specification tool make production of virtual agent behaviors better? Lecture Notes in Computer Science: Vol. 7764. 1st International Workshop on Cognitive Agents for Virtual Environments, CAVE 2012, Held at AAMAS 2012 (pp. 167-183). Valencia, Spain: Springer. [PDF]
  • Gemrot, J., Brom, C., Bryson, J., & Bída, M. (2012) How to compare usability of techniques for the specification of virtual agents’ behavior? An experimental pilot study with human subjects. Lecture Notes in Computer Science: Vol. 7471. International Workshop on Agents for Educational Games and Simulations, AEGS 2011 (pp. 38-62). Taipei, China: Springer. [PDF]
  • Brom, C., Šisler, V., Buchtová, M., Klement, D., & Levčík, D. (2012) Turning high-schools into laboratories? Lessons learnt from studies of instructional effectiveness of digital games in the curricular schooling system. Lecture Notes in Computer Science: Vol. 7516. E-Learning and Games for Training, Education, Health and Sports 7th International Conference, Edutainment 2012 and 3rd International Conference, GameDays 2012 (pp. 41-53). Darmstadt, Germany: Springer. Best paper [PDF]
  • Šisler, V., Brom, C., Cuhra, J., Činátl, K., & Gemrot, J. (2012) Stories from the History of Czechoslovakia, A serious game for teaching history of the Czech lands in the 20th century – Notes on design concepts and design process. Lecture Notes in Computer Science: Vol. 7522. 11th International Conference on Entertainment Computing, ICEC 2012 (pp. 67-74). Bremen, Germany: Springer. [PDF]
  • Šisler, V., Buchtová, M., Brom, C., & Hlávka, Z. (2012). Towards empirical–theoretical framework for investigating learning effects of serious games: A pilot study of Europe 2045. Applied Playfulness (pp. 16-36). Vienna, Austria: New Academic Press. [PDF]
  • Bída, M., Brom, C., Popelová, M., & Kadlec, R. (2011). StoryFactory – A tool for scripting machinimas in Unreal Engine 2 and UDK. Lecture Notes in Computer Science: Vol. 7069. 4th International Conference on Interactive Digital Storytelling, ICIDS 2011 (pp. 334-337). Vancouver, BC, Canada: Springer. [PDF]
  • Bída, M., & Brom, C. (2010). Emohawk: Learning virtual characters by doing. Lecture Notes in Computer Science: Vol. 6432. Proceedings of the 3rd Joint Conference on Interactive Digital Storytelling (pp. 271-274). Edinburgh, United Kingdom: Springer. [PDF]
  • Gemrot, J., Kadlec, R., Bida, M., Burkert, O., Pibil, R., Havlicek, J., Zemcak, L., Simlovic, J., Vansa, R., Stolba, M., Plch, T., Brom C. Pogamut 3 Can Assist Developers in Building AI (Not Only) for Their Videogame Agents. In: LNCS 5920, Agents for Games and Simulations (pp. 1–15): Springer [PDF]
  • Šisler, V., & Brom, C. (2008) Designing an educational game: Case study of ‘Europe 2045’. Lecture Notes in Computer Science: Vol. 5080. Transactions on Edutainment I (pp. 1-16): Springer. [PDF]
  • Šisler, V., Brom, C., & Slavík, R. (2008). Towards a novel paradigm for educational games: the augmented learning environment of ‘Europe 2045’. Proc. of 12th International MindTrek Conference, Association for Computing Machinery (pp. 34-38): ACM. [PDF]
  • Brom, C., Pešková, K., Lukavský, J. (2007). What does your actor remember? Towards characters with a full episodic memory. Lecture Notes in Computer Science: Vol. 4871. 4th International Conference on Virtual Storytelling (pp. 89-101): Springer [PDF]

Other (other than multimedia learning and cognitive sciences)

Other publications by Cyril Brom

Other publications by Vít Šisler