Smart Educational Games and Gamification Systems in Online Learning Environments
A special issue of Sustainability (ISSN 2071-1050).
Deadline for manuscript submissions: closed (31 January 2021) | Viewed by 81480
Special Issue Editors
Interests: educational games; learning analytics; open education; educational psychology; artificial intelligence in education
Special Issues, Collections and Topics in MDPI journals
Interests: adaptive and informal eLearning; educational technology; learning analytics; open education; open science; educational games; serious games; gamification; elearning specifications
Special Issues, Collections and Topics in MDPI journals
Special Issue Information
Dear Colleagues,
Educational games and gamification systems have been attracting increasing attention from researchers and educators as they can make the learning process immersive, interactive, and fun (Thomas et al., 2004). Consequently, several studies have reported that they can enhance learners’ motivation, engagement, and learning outcomes (Deater-Deckard et al, 2013). However, many researchers have also pointed out that educational games are black boxes, i.e., aside from the game score and the achieved game levels, the teacher cannot see how the learning process is occurring (Alonso-Fernandez, Calvo, Freire, Martinez-Ortiz, Fernandez-Manjon, 2017). Therefore, studies have highlighted the need to design smart educational games and systems which incorporate analytics tools. These tools can analyze learners’ in-game data while learning to give insights into the learning process. For instance, some studies have used smart educational games and gamification systems to identify learners’ individual differences, such as personality and working memory capacity, or assess learners’ performance and outcomes (Denden, Tlili, Essalmi, and Jemni, 2018; Khenissi, Essalmi, Jemni, Chang, and Chen, 2017; Hernández-Lara, Perera-Lluna, and Serradell-López, 2019).
Despite the emerging significance of LA when implementing educational games, limitations are still present. Multiple game genres and their contexts cause high variations of adoption of LA in educational games. Specifically, this issue limits defining general analytics to effectively incorporate LA in educational games (Serrano-Laguna, Torrente, Moreno-Ger and Fernández-Manjón, 2014). In other words, the applications of LA in educational games is still complex, and no generally accepted approach has been reported to date (Perez-Colado, Perez-Colado, Freire-Moran, Martinez-Ortiz, and Fernandez-Manjon, 2017). Additionally, no research has reported a way to design educational games to incorporate Artificial Intelligence (AI) for smart learning experiences. Notably, it is also seen that there is a lack of applying smart educational games and gamification systems in specific areas, including language learning, accessible learning for disabled students, healthcare, and e-health. Therefore, this Special Issue is focused on the design, development, and implementation of smart educational games and gamification systems in online learning environments. It aims to fill this research gap and calls for research papers in, but not limited to, the following areas related to educational games and gamification:
- Education
- Learning analytics
- Language learning
- Health care and e-Health
- Artificial Intelligence and Big Data
- Big data in Educational games and gamification systems
- Disabled learners and functional diversity educational contexts
- Behaviour modeling and pattern recognition
- Competence development
- Other topics related
Dr. Ahmed Tlili
Prof. Dr. Daniel Burgos
Guest Editors
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Keywords
- education
- learning analytics
- language learning
- health care and e-health
- artificial intelligence and big data
- big data in educational games and gamification systems
- disabled learners and functional diversity educational contexts
- behaviour modeling and pattern recognition
- competence development
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