Potentials of Game-Based Learning and Gamification on New Literacy Studies

A special issue of Societies (ISSN 2075-4698).

Deadline for manuscript submissions: closed (31 October 2023) | Viewed by 2204

Special Issue Editors


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Guest Editor
Department of Psychology, University of Almería, 04120 Almeria, Spain
Interests: gamificatión, game-based learning; playful strategies; developmental and educational psychology; qualitative research

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Guest Editor
Department of Psychology, University of Jaén, 23071 Jaén, Spain
Interests: gamificatión, game-based learning; playful strategies; developmental and educational psychology; quantitative research

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Guest Editor
Department of Education, University of Almería, 04120 Almeria, Spain
Interests: digital reading; new affinity spaces; new literacy studies; participatory culture; creative writting

Special Issue Information

Dear Colleagues,

Digital literature and new literacy practices have been left out of educational institutions, despite the important training potential they present. Studies that explore these new ways of reading are necessary to carry out didactic transpositions that start from the real literary interests of the students.

In recent years, a wide range of educational strategies have been developed to work on reading skills. Among them, gamification and game-based learning (GBL) stand out to motivate students to acquire and develop skills related to literacy and writing. 

The scope of this Special Issue includes designing and employing playful educational strategies (such as gamification, GBL, escape rooms...), as well as the theoretical development, empirical studies, case studies, and action research. This Special Issue solicits high-quality papers that focus on, but are not limited to, the following topics of interest:

  • New pedagogical approach to gamify content related to oral and written skills;
  • Creation and evaluation of playful didactic materials;
  • Game-based learning/gamified learning for students with learning disabilities or special educational needs;
  • Narrative games, escape rooms and educational breakouts;
  • STEM Education and digital games in social and humanistic subjects;
  • Development of reading skills through GBL and gamification;
  • Didactic analysis of video games and board games.

We look forward to receiving your contributions. 

Dr. Ana Manzano-León
Dr. José M. Rodríguez-Ferrer
Dr. Anastasio García-Roca
Guest Editors

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Keywords

  • game-based learning
  • gamification
  • playful strategies
  • escape room
  • literacy
  • creative writting

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Published Papers (1 paper)

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11 pages, 691 KiB  
Article
Unleashing Creativity and Cooperation: A Qualitative Case Study on Designing Digital Breakouts for Social Education Degrees
by Paula Rodríguez-Rivera, Ana Manzano-León, María Dolores Dapía Conde and José M. Rodríguez-Ferrer
Societies 2023, 13(9), 203; https://doi.org/10.3390/soc13090203 - 2 Sep 2023
Viewed by 1752
Abstract
This article examines the implementation of a cooperative training workshop for Spanish undergraduate social educators. The workshop aimed to explore the integration of escape rooms and breakouts in teaching, specifically addressing cyberbullying as a curricular topic. A total of 40 students participated in [...] Read more.
This article examines the implementation of a cooperative training workshop for Spanish undergraduate social educators. The workshop aimed to explore the integration of escape rooms and breakouts in teaching, specifically addressing cyberbullying as a curricular topic. A total of 40 students participated in designing and qualitatively evaluating the training workshop. The findings highlight the workshop’s effectiveness in enhancing social education students’ training, preparing them for future professional careers, and enhancing their learning, teamwork, and proficiency in utilising ICT programs and resources. The study underscores the significance of incorporating these innovative approaches to improve student motivation, interest, and overall skill development. Full article
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