Current Trends in Game-Based Learning
A special issue of Education Sciences (ISSN 2227-7102).
Deadline for manuscript submissions: closed (15 August 2021) | Viewed by 42377
Special Issue Editors
Interests: innovation in Science Education, specifically technology supported Education (e.g., by mobile devices and augmented reality) and game-based learning; scientific literacy and teacher professional development
Interests: mobile technologies in education, namely learning enhanced by mobile devices, augment reality and gamification, and teaching methodology in Science Education in formal, non-formal and informal contexts
Special Issue Information
Dear Colleagues,
The potential of digital games to promote learning is a growing field of research. Researchers have been extensively analyzing the impact of games on learner motivation and engagement in educational settings [1] and even reporting the contribution of this approach to a diversity of learning outcomes, such as concept understanding [2], [3] and soft skills development [4].
A myriad of technologies can be used to support digital game-based learning; however, this Special Issue of Educational Science focuses on game-based learning supported by mobile devices, a technology with a high penetration rate in our societies, even among the young population. The aim is to collect a set of strong contributions presenting new knowledge on the design, development, implementation, monitoring, and efficacy assessment of game-based learning mobile environments, to promote best practices and the integration of mobile educational games in educational settings.
Recommended topics include, but are not limited to, the following:
- Design and development of mobile game-based learning
- Efficacy assessment and quality issues in mobile game-based learning
- Pedagogical models and learning theories in mobile game-based learning
- Teacher acceptance and adoption of mobile game-based learning
- Integration of augmented reality or virtual reality in mobile game-based learning
- Mobile game-based learning in educational settings: formal (K-12, higher education, continuing education, special education, teacher education), non-formal, and informal education; face-to-face, blended and distance education
We welcome the submission of original and unpublished works reporting the latest empirical research findings, relevant theoretical frameworks, and well-structured literature review articles.
Dr. Margarida Morais Marques
Dr. Lúcia Pombo
Guest Editors
References:
[1] L. Shu and M. Liu, “Student Engagement in Game-Based Learning: A Literature Review from 2008 to 2018,” J. Educ. Multimed. Hypermedia, vol. 28, no. 2, pp. 193–215, 2019.
[2] Y.-L. Huang, D.-F. Chang, and B. Wu, “Mobile Game-Based Learning with a Mobile App: Motivational Effects and Learning Performance,” J. Adv. Comput. Intell. Intell. Informatics, vol. 21, no. 6, pp. 963–970, Oct. 2017.
[3] L. Pombo and M. M. Marques, “Improving students’ learning with a mobile augmented reality approach – the EduPARK game,” Interact. Technol. Smart Educ., vol. 16, no. 4, pp. 392–406, Nov. 2019.
[4] S. Kailani, R. Newton, and S. Pedersen, “Game-Based Learning and Problem-solving Skills: A Systematic Review of the Literature,” in Proceedings of EdMedia + Innovate Learning, 2019, pp. 1127–1137.
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Keywords
- Game-based learning
- Mobile technology
- Pedagogical models
- Learning theories
- Teacher acceptance and training
- Educational augmented reality
- Educational virtual reality
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