Game-Based Learning
A special issue of Education Sciences (ISSN 2227-7102).
Deadline for manuscript submissions: closed (15 September 2023) | Viewed by 18646
Special Issue Editors
Interests: game-based learning; educational escape rooms; pervasive games; gamification; alternate reality games; human–computer interaction; VR/AR; technology-enhanced learning
Special Issues, Collections and Topics in MDPI journals
Interests: games design; prototyping methods; UI & UX design; immersive and interactive technologies; game based learning; serious games
Interests: game-based learning; educational escape rooms; technology-enhanced learning; data analysis; blockchain technologies; gamification
Interests: design thinking; game-based learning; pervasive games; gamification; user experience design; human-computer interaction; technology-enhanced learning
Special Issue Information
Dear Colleagues,
Following the shift from traditional didactic classroom models to the adoption of active learning approaches, game-based learning (GBL) seems to be one of the most promising for enhancing learners’ motivation and engagement, particularly in the new era of increased hybrid delivery brought upon by COVID-19. GBL takes advantage of gaming technologies and techniques to create an immersive, interactive, and due to mobile technology, relatively ubiquitous learning environment that promotes situated experiential learning. Research studies have shown that students who had been subjects to learning with video games reported significant improvements in subject understanding, diligence, and motivation. Additionally, the adoption of escape rooms in educational settings, which implement more tangible and human-centred activities, have been reported to improve team building and group communication, as well as increase confidence in critical thinking and decision-making.
Nevertheless, the appropriate application of these findings in teaching practices requires further investigation to bridge the gap between academic research and teaching practices. In this regard, the aim of this Special Issue is to collect cutting-edge research about designing, employing, and evaluating educational games and escape rooms in teaching practices from any subject area based on pedagogical principles and recognised frameworks and models.
Topics of interest include but are not limited to the following:
- Game-based learning;
- Emerging technologies in GBL;
- Frameworks and processes for GBL;
- Assessment and evaluation of GBL;
- Motivation and immersion in GBL environments;
- GBL environments for disabled people;
- Social and collaborative play in GBL;
- Literacy development with GBL;
- GBL to support wellbeing and mental health;
- Educational escape rooms;
- Pervasive games;
- Alternate reality games;
- Serious games;
- Educational Mobile/AR games;
- Educational VR games;
- Awareness-raising games.
Dr. Panagiotis Fotaris
Mario Michaelides
Dr. Theodoros Mastoras
Dr. Catherine Grundy
Guest Editors
Manuscript Submission Information
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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
- escape rooms
- serious games
- pervasive games
- pedagogy
- empirical evidence
- framework
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