Game-Based Learning, Gamification in Education and Serious Games 2023
A special issue of Computers (ISSN 2073-431X).
Deadline for manuscript submissions: closed (30 June 2024) | Viewed by 39213
Special Issue Editors
Interests: learning technologies; game-based learning; serious games; e-learning; multimedia
Special Issues, Collections and Topics in MDPI journals
Interests: serious games; game-based learning; assessment and evaluation; design thinking
Special Issues, Collections and Topics in MDPI journals
Interests: serious games; game-based learning; assessment and evaluation; virtual reality
Special Issue Information
Dear Colleagues,
Video games are highly immersive applications that keep the players in a state of focused motivation as they are always looking to overcome challenges and reach goals. Video games have a huge impact on many social, cultural, and economic aspects of our society, far beyond their intrinsic entertainment value—new forms of interaction and communication in online multiplayer games, the millions of viewers of professional e-sport competitions, the huge following of gaming streamers on social channels such as Twitch, the communities of players that are formed around a specific title, and the size of the industry itself are just some examples of the impact of games in modern life.
Serious games explore the impact of games and the inherent motivation and immersion of players for other “serious” objectives, such as education, marketing, social awareness, health and care, research, etc. Education and training are the areas with more (successful) examples of the use of serious games (designated more commonly as educational games). The term game-based learning refers precisely to pedagogical processes based on the design, development, and use of games created to accomplish specific learning objectives. Gamification, understood as the application of game principles, elements and mechanics in other non-game contexts has also been extensively used in education to reinforce the motivation of learners.
This Special Issue aims to present and discuss new advances in game-based learning, gamification in education and serious games in general that can enhance the effectiveness and outreach of education, advertising, social awareness, health, policies, etc. We invite publications referring to new scientific approaches, results from experiments, and real-life applications. Topics of interest include but are not limited to the following:
- Serious games;
- Game-based learning;
- Gamification in education;
- Advergames;
- Exergames;
- Pervasive games;
- Awareness-raising games;
- Models and practices with serious games;
- New technologies for serious games:
- Assessment and evaluation of serious games;
- The psychology of serious games;
- Social and collaborative games;
- Security and confidentiality in serious games;
- Case studies in serious games.
Dr. Carlos Vaz de Carvalho
Dr. Hariklia Tsalapatas
Prof. Dr. Ricardo Baptista
Guest Editors
Manuscript Submission Information
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Submitted manuscripts should not have been published previously, nor be under consideration for publication elsewhere (except conference proceedings papers). All manuscripts are thoroughly refereed through a single-blind peer-review process. A guide for authors and other relevant information for submission of manuscripts is available on the Instructions for Authors page. Computers is an international peer-reviewed open access monthly journal published by MDPI.
Please visit the Instructions for Authors page before submitting a manuscript. The Article Processing Charge (APC) for publication in this open access journal is 1800 CHF (Swiss Francs). Submitted papers should be well formatted and use good English. Authors may use MDPI's English editing service prior to publication or during author revisions.
Keywords
- game-based learning
- gamification
- serious games
- educational games
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