Serious Games and Gamification in School Education

A special issue of Education Sciences (ISSN 2227-7102).

Deadline for manuscript submissions: 15 January 2025 | Viewed by 70

Special Issue Editors


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Guest Editor
Instituto Superior de Engenharia do Porto, Instituto Politécnico do Porto, 4200-072 Porto, Portugal
Interests: learning technologies; game-based learning; serious games; e-learning; multimedia
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Guest Editor
Department of Electrical and Computer Engineering, University of Thessaly, 38333 Volos, Greece
Interests: serious games; game-based learning; assessment and evaluation; design thinking
Special Issues, Collections and Topics in MDPI journals

Special Issue Information

Dear Colleagues,

Serious games and gamification in school education are research areas that focus on the integration of games and/or game elements into educational settings to enhance learning, engagement, and motivation. In the scope of this Special Issue, we understand serious games as fully fledged games designed with education as their primary purpose, rather than as pure entertainment, while we understand gamification as the introduction of game design elements and game principles into school education contexts.

Both serious games and gamification can significantly increase student engagement by making learning more interactive and experiential. Engaged students are more likely to attend classes, pay attention, and put effort into their work, leading to better educational outcomes and improved knowledge acquisition and retention. But beyond content knowledge, these approaches can help students develop essential 21st century skills, including problem solving, critical thinking, collaboration, and digital literacy. Serious games and gamification platforms can track user progress and performance, providing valuable data that educators can use to tailor instruction to meet individual student needs.

This Special Issue on serious games and gamification in school education aims to consolidate the latest research, theories, practices, and methodologies in the field, providing a comprehensive overview of how these innovative approaches are reshaping educational landscapes. The primary aims of the Special Issue are to:

  • Showcase Innovation: Highlight cutting-edge research and innovative practices in the use of serious games and gamification in educational settings, demonstrating their potential to enhance learning and teaching;
  • Inform Practice: Offer evidence-based insights and practical recommendations for educators and educational institutions seeking to implement serious games and gamification strategies effectively;
  • Guide Future Research: Identify gaps in the current research landscape and suggest directions for future studies to deepen understanding and improve the efficacy of game-based learning interventions.

The scope of the Special Issue encompasses a broad range of topics related to serious games and gamification in school education including, but not limited to:

  • Theoretical Foundations: Discussions on the pedagogical theories and frameworks that underpin the design and use of serious games and gamification in education;
  • Design Principles: Insights into the design process of educational games and gamified systems, including considerations for engagement, learning outcomes, and user experience;
  • Implementation Strategies: Case studies and best practices for integrating serious games and gamification into various educational contexts and curricula;
  • Technological Innovations: Exploration of the latest technological advancements supporting serious games and gamification, such as virtual reality, augmented reality, and artificial intelligence;
  • Assessment and Evaluation: Research on the methods and tools for assessing the impact of serious games and gamification on student learning, engagement, and motivation;
  • Diverse Contexts: Studies that examine the use of serious games and gamification across different subjects, educational levels, and cultural settings;
  • Policy and Ethics: Consideration of the policy implications, ethical considerations, and potential challenges associated with the adoption of game-based learning strategies in education;
  • Future Directions: Speculation on the future of serious games and gamification in education, including emerging trends and potential areas for innovation.

By addressing these themes, this Special Issue seeks to provide a valuable resource for anyone interested in the intersection of gaming and education, contributing to the ongoing evolution of teaching and learning practices.

Dr. Carlos Vaz de Carvalho
Dr. Hariklia Tsalapatas
Guest Editors

Manuscript Submission Information

Manuscripts should be submitted online at www.mdpi.com by registering and logging in to this website. Once you are registered, click here to go to the submission form. Manuscripts can be submitted until the deadline. All submissions that pass pre-check are peer-reviewed. Accepted papers will be published continuously in the journal (as soon as accepted) and will be listed together on the special issue website. Research articles, review articles as well as short communications are invited. For planned papers, a title and short abstract (about 100 words) can be sent to the Editorial Office for announcement on this website.

Submitted manuscripts should not have been published previously, nor be under consideration for publication elsewhere (except conference proceedings papers). All manuscripts are thoroughly refereed through a double-blind peer-review process. A guide for authors and other relevant information for submission of manuscripts is available on the Instructions for Authors page. Education Sciences is an international peer-reviewed open access monthly journal published by MDPI.

Please visit the Instructions for Authors page before submitting a manuscript. The Article Processing Charge (APC) for publication in this open access journal is 1800 CHF (Swiss Francs). Submitted papers should be well formatted and use good English. Authors may use MDPI's English editing service prior to publication or during author revisions.

Keywords

  • serious games
  • gamification
  • educational games
  • game-based learning
  • school education
  • secondary education

Published Papers

This special issue is now open for submission.
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