eLearning Papers seeks contributions about Game Based Learning in both sections: In-Depth and From the Field. Deadline June 3, 2011
In parallel to the phenomenal rise of the digital game development industry through time, the acceptance of games in other sectors has also been changing. Computer game skills have been increasingly applied in almost all areas of human activity within modern societies. Digital games have now been embraced by the academic research community as a research topic, as well as discovered by the education sector as a highly interactive media that can support and foster learning. As a popular and powerful media, computer games are being considered for use in various education and training settings to motivate learners, to focus their attention, and to help them to construct meaningful and permanent records of their learning.
Games have high presence in informal segments of learning – but in formal education, games are still often seen as an unserious activity and the potentials of games for learning remain undiscovered. However, when evaluating games with their children, 85% of parents believed that computer games contributed to learning as well as providing entertainment.
Beside fantasy and fun elements, games have potential to foster players’ ability to communicate and interact with others during gameplay. Computer games can help players to think critically when they are required to construct connections between virtual and real life. Game-like learning environments can provide motivating interdisciplinary learning settings, creating opportunities that could improve student collaboration skills as well as help them learn new concepts and synthesize new information. Games have also been praised for the potential they offer in learning business leadership and other skills by practicing in a safe environment.
The potential of Game Based Learning (GBL) is still underestimated. It can play a major role in renewing learning as it is perceived by learners in all levels of education and training systems. eLearning Papers seeks contributions about mixed realities, virtual worlds and gaming in both sections: In-Depth and From the Field.
We specifically invite contributions which address one or several of the following issues:
- Innovative game based learning technologies, applications, tools and environments
- 3D virtual worlds supporting learning, e.g. in language learning or leadership training
- Use of mobile games and location-based technology for learning
- Innovative applications of mixed realities for learning
- Use of simulations in education, corporate training and military
- Technology for massive multiplayer online games (MMOGs) for learning
- Interactivity design in game based learning applications
- Player immersion and learning
- Case studies and best practices in GBL
- Social and collaborative aspects of GBL
- Implementation issues associated with GBL
- Learning design, good gameplay and instructional theory for GBL
- Use of role plays for learning and training
- Assessment and evaluation in GBL
- Gender, age, cultural and ethical issues in GBL
- Rating of games for learning
- Accessibility of games for learning
Professor DI Dr. Maja Pivec, University of Applied Sciences FH JOANNEUM in Graz, Austria
The submissions need to comply with the following guidelines:
- Submission language: English
- Title: must effectively and creatively communicate the content of the article and may include a subtitle.
- Executive summary for In-depth section should not exceed 200 words.
- Executive summary for From the field section should not exceed 50 words.
- Keywords: up to five relevant keywords need to be included.
- In-depth full texts: articles should range from 4,000 to 6,000 words.
- From the field texts: texts should not exceed 1,200 words.
- Conclusions: special importance is given to the representation of the conclusions, which should be clearly stated both in the summary and at the end of the article.
- References: All the references must be adequately cited and listed.
- Author profile: author name, institution, position and e-mail address must accompany each submission.
- Images: Please send high resolution JPEG files
See the complete guidelines at: Instructions for writers
EU position and future potential including recommendations for Horizon 2020
The study VISION "VIsualisation SImulation and visual cOmputing techNologies: EU position and future potential" has been funded by the European Commission to deliver a study in the field of simulation, visualisation and visual computing to help the European Commission make informed decision on future coverage and approaches towards these fields within a future post 2013 EU Research and Innovation Programme (Horizon 2020).
The IADIS CELDA 2012 conference aims to address the main issues concerned with evolving learning processes and supporting pedagogies and applications in the digital age.
here have been advances in both cognitive psychology and computing that have affected the educational arena. The convergence of these two disciplines is increasing at a fast pace and affecting academia and professional practice in many ways. Paradigms such as just-in-time learning, constructivism, student-centered learning and collaborative approaches have emerged and are being supported by technological advancements such as simulations, virtual reality and multi-agents systems.
These developments have created both opportunities and areas of serious concerns. This conference aims to cover both technological as well as pedagogical issues related to these developments. Main tracks have been identified. However innovative contributions that do not easily fit into these areas will also be considered as long as they are directly related to the overall theme of the conference – cognition and exploratory learning in the digital age.
GaLA is the network of excellence on serious games co-funded by the EU in the 7th Framework Programme, IST-ICT.
GALA aims to build a Virtual Research Centre aimed at attracting and coordinating research on Serious Games and disseminating knowledge and tools at an international level.
The GaLA motivation stems from the acknowledgment of the potentiality of Serious Games (SGs) for education and training and the need to address the challenges of the main stakeholders of the SGs European landscape (users, researchers, developers/industry, educators). A foundational fault issue in this context is the fragmentation that affects the SG landscape.
GALA aims to shape the scientific community and build a European Virtual Research Centre (VRC) aimed at gathering, integrating, harmonizing and coordinating research on SGs and disseminating knowledge, best practices and tools as a reference point at an international level. The other two key focuses of the project are (1) the support to deployment in the actual educational and training settings and (2) the fostering of innovation and knowledge transfer through research-business dialogue.
The NoE organizations aim to integrate their activities and resources in a long-term view structuring the activities along 3 major axes:
• Research integration and harmonization.
- Strong integration among leading researchers, users and business;
- Strong concern on the current standards of education;
- Address sustainability.
• Joint research activities.
- Identify key issues and address them through multidisciplinary teams, putting always the users – learners and teachers - and stakeholders in the centre of the focus;
- Promote Research and Development team forces that will do focused research and continuously inform the project about the latest developments in technology and education;
• Spreading of excellence.
- Dissemination of the NoE achievements as a flagship EU initiative in the TEL area
- Strong coordination with EU TEL activities, offering a specialized focus and expertise on SGs
The International Robotics in Education Conference (RiE) aims at bringing researchers, teachers, practicing engineers, as well as industry experts from all over the world onto a common platform.
We encourage to submit and present new trends, practical experiences, and the latest innovations and advances in the area of Robotics in Education.
Entornos de simulación para la Formación Profesional: desarrollo de Objetos Digitales Educativos normalizados y curriculares
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