Game-Based Learning, Gamification in Education and Serious Games 2023
A special issue of Computers (ISSN 2073-431X).
Deadline for manuscript submissions: 30 June 2024 | Viewed by 18557
Special Issue Editors
Interests: learning technologies; game-based learning; serious games; e-learning; multimedia
Special Issues, Collections and Topics in MDPI journals
Interests: serious games; game-based learning; assessment and evaluation; design thinking
Special Issues, Collections and Topics in MDPI journals
Interests: serious games; game-based learning; assessment and evaluation; virtual reality
Special Issue Information
Dear Colleagues,
Video games are highly immersive applications that keep the players in a state of focused motivation as they are always looking to overcome challenges and reach goals. Video games have a huge impact on many social, cultural, and economic aspects of our society, far beyond their intrinsic entertainment value—new forms of interaction and communication in online multiplayer games, the millions of viewers of professional e-sport competitions, the huge following of gaming streamers on social channels such as Twitch, the communities of players that are formed around a specific title, and the size of the industry itself are just some examples of the impact of games in modern life.
Serious games explore the impact of games and the inherent motivation and immersion of players for other “serious” objectives, such as education, marketing, social awareness, health and care, research, etc. Education and training are the areas with more (successful) examples of the use of serious games (designated more commonly as educational games). The term game-based learning refers precisely to pedagogical processes based on the design, development, and use of games created to accomplish specific learning objectives. Gamification, understood as the application of game principles, elements and mechanics in other non-game contexts has also been extensively used in education to reinforce the motivation of learners.
This Special Issue aims to present and discuss new advances in game-based learning, gamification in education and serious games in general that can enhance the effectiveness and outreach of education, advertising, social awareness, health, policies, etc. We invite publications referring to new scientific approaches, results from experiments, and real-life applications. Topics of interest include but are not limited to the following:
- Serious games;
- Game-based learning;
- Gamification in education;
- Advergames;
- Exergames;
- Pervasive games;
- Awareness-raising games;
- Models and practices with serious games;
- New technologies for serious games:
- Assessment and evaluation of serious games;
- The psychology of serious games;
- Social and collaborative games;
- Security and confidentiality in serious games;
- Case studies in serious games.
Dr. Carlos Vaz de Carvalho
Dr. Hariklia Tsalapatas
Prof. Dr. Ricardo Baptista
Guest Editors
Manuscript Submission Information
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Keywords
- game-based learning
- gamification
- serious games
- educational games
Planned Papers
The below list represents only planned manuscripts. Some of these manuscripts have not been received by the Editorial Office yet. Papers submitted to MDPI journals are subject to peer-review.
Title: mproving the Learning Outcomes of an Engineering Subject through Gamification in Higher Education: A Longitudinal Research Study.
Authors: Josep Petchamé
Affiliation: La Salle - Ramon Llull University, Barcelona
Abstract: The continuous improvement of student learning outcomes is a relevant element to be pursued in all the educational stages, including Higher Education. Various tactics can be followed to achieve the aforementioned goal and among the different mechanisms, gamification has been shown to have positive effects on engagement and also can drive to the improvement of the learning outcomes. The aim of this research work is to analyze the effects on the learning outcomes of students in an engineering subject since the introduction of gamification techniques. Once succinctly presented how the introduction of different gamification tools that were implemented in an engineering subject was carried out, various outcomes are analyzed. The results presented in this study show a remarkably positive evolution in various specific elements, which prompted to con-tinue gamifying these elements throughout the different academic courses analyzed in this work.
Title: Metaphoric Perceptions of Preschool Children on Digital Games: A Comparison between Regions
Authors: Assoc. Prof. Elçin Yazıcı Arıcı; Assoc. Prof. Michail Kalogiannakis; Postdoc. Stamatios Papadakis
Affiliation: Assoc. Prof. Elçin Yazıcı Arıcı
Department of Preschool Education, University of Duzce, Duzce, Türkiye, yazici.elcin@gmail.com
ORCID: https://orcid.org/0000-0002-6679-4793
Assoc. Prof. Michail Kalogiannakis
Department of Preschool Education, University of Crete, Rethymnon, Greece, mkalogian@uoc.gr,
ORCID ID: https://orcid.org/0000-0002-9124-2245
Postdoc. Stamatios Papadakis
Department of Preschool Education, University of Crete, Rethymnon, Greece/stpapadakis@gmail.com
ORCID ID: https://orcid.org/0000-0003-3184-1147
Abstract: Preschoolers now play a wide variety of digital games found on big screens, electronic learning systems, and electronic toys. Although digital games have become an integral part of children's lives,
there needs to be more information about what kind of meanings they
attach to games. Therefore, there is a need to look at preschool
children's perceptions of digital games. In this context, the
research aims to determine the perceptions of preschool children
studying in different regions of Turkey regarding digital games with
the help of metaphors. 421 preschool children studying in 7 regions
of Turkey participated in the research. The data were collected
through the "Digital Game Metaphor Form" to determine children's
perceptions of digital games, and "Drawing and Visualization", the
pictures that children draw symbolically of their feelings and
thoughts. In this study, which was prepared according to the
qualitative research model, phenomenology was used. The analysis of
the data was carried out with the content analysis method. When the
data were evaluated, it was seen that the children produced a total
of 421 metaphors. These produced metaphors were collected in 7
different categories: "Nature Images, Technology Images,
Fantasy/Supernatural Images, Education Images, Affective/Motivational
Images, Struggle Images, and Value Images". It has been determined
that children develop metaphors in the category of "Nature Images"
the most and "Value Images" the least. When evaluated based on
regions, the Black Sea Region ranked first in the
"Fantasy/Supernatural Images and Affective/Motivational Images"
categories, while the Central Anatolia Region ranked first in the
"Technology Images and Education Images" categories, and the Marmara
Region ranked first in the "Nature Images and Value Images" categories. In addition, it has been determined that the Southeast Anatolia Region ranks first in the "Struggle Images" category. As a result, it was determined that the students expressed the digital game from different perspectives through metaphors.
Title: Creating Location-Based AR Games and Immersive Experiences for touristic destination marketing and Education
Authors: Alexandros Kleftodimos; Michalis Vrigkas; Stefanos Goutsios; Anastasia Giannakopoulou; Maria Matsiola; Amalia Triantafyllidou; Georgios Lappas; Athanasios Evagelou
Affiliation: Department of Communication and Digital Media, University of Western Macedonia, Greece
Center for Education for the Environment and Sustainability Kastoria, Greece
Abstract: Augmented reality is being increasingly used in many fields for research as well as commercial purposes. Amongst these fields is tourism, where augmented reality is used to enhance the touristic experience and educate visitors through applications that combine the promotion of destinations with education and entertainment. This study aims to present an approach for touristic promotion and education through location-based AR games and other immersive technologies. The initiative concerns mountainous areas in the region of Western Macedonia, Greece, that could benefit from visitor increase as well as from citizens that are educated about the history and the cultural heritage of the places. For this initiative, location-based AR games have been developed. The applications guide the users to visit and explore places of interest in the region, receive educational information about these places, and gather points and virtual objects by accomplishing tasks. The price of these scavenger hunt games is to win a visit to an immersive lab where the winners get the chance to experience immersive content through 3D, Virtual, and Augmented Reality devices related to the region’s destinations.
Title: Instructional Design of a Gamification System: A Design-based Research
Authors: ALBERTO GONZÁLEZ FERNÁNDEZ; MARÍA ROSA FERNÁNDEZ SÁNCHEZ; Francisco Ignacio Revuelta Domínguez
Affiliation: Universidad de Extremadura, Spain
Abstract: This manuscript describes the process of developing a gamification system, based on the instructional design model of the Pyramid of Gamification Elements or the DMC Pyramid (Dynamics, Mechanics and Components), for its implementation in the Bachelor's Degree in Early Childhood Education, from the Faculty of Teacher Training of the University of Extremadura. For this purpose, a Design-Based Research (DBR) was carried out, establishing four iterations of research during four consecutive academic years (2017/2018, 2018/2019, 2019/2020, 2020/2021), in order to determine which gamification elements have an impact on student’s motivation and educational engagement.
As a result, it has been possible to determine the suitability of the introduction of gamified systems in the context of Higher Education through motivational and attentional indicators derived from the students' perception. A total of 241 students, from the Bachelor's Degree in Early Childhood Education, participated in the research process.