Trends and Opportunities of Game-Based Learning

A special issue of Information (ISSN 2078-2489). This special issue belongs to the section "Information Applications".

Deadline for manuscript submissions: closed (28 February 2021) | Viewed by 287

Special Issue Editor


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Guest Editor
Full Professor of Computer Science in Education, Department of Mathematics and Computer Science, University of Ljubljana
Interests: educational technology; game design-based learning; collaborative learning; didactics of computer science

Special Issue Information

Dear Colleagues,

While students today belong to what is known as the “digital generation”, learning models are still strongly oriented towards teacher-centered methods of knowledge acquisition, with teaching too often too abstract and decontextualised. However, the “digital generation” learns, communicates, and entertain themselves in very different ways, which is the main reason for the growing popularity among them of social computing applications, sociability and team spirit, engagement and work attitude, multitasking, individualisation and personalisation, immediacy and fluency with multiple media.

Another common nickname for the “digital generation” is the “gamer generation”, stemming from the fact that they spend a large part of their time playing computer games. Luckily, there is a convergence between the core elements of a good game and the characteristics of productive learning: Problem-based and active learning methods indicate the success of learning in connection with challenging, open-ended problems, and a player is involved in goal-based, interactive problem solving. Another link between games and learning is formative feedback, a critical part of any learning effort and also a key component in good game design that adjusts challenges.

Unfortunately, time constraints, cost, and availability of suitable games and a lack of knowledge about their integration into learning, and, most importantly, the lack of good research on games and learning and a corresponding lack of theory and practice for their design and implementation have limited the use of games in learning. This Special Issue aims to address the latter point by inviting works that focus on both theory and practice linked to gaming in an educational context.

Prof. Dr. Jože Rugelj
Guest Editor

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Keywords

  • game-based learning
  • learning analytics in serious games
  • adaptive games design
  • games for people with special needs
  • virtual reality and learning
  • game design-based learning
  • cognitive aspects of game-based learning

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Published Papers

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