Game-Based Learning, Gamification in Education and Serious Games
A special issue of Computers (ISSN 2073-431X).
Deadline for manuscript submissions: closed (28 February 2021) | Viewed by 53490
Special Issue Editors
Interests: learning technologies; game-based learning; serious games; e-learning; multimedia
Special Issues, Collections and Topics in MDPI journals
Interests: computer graphics; digital games; gamification; geospatial systems
Special Issues, Collections and Topics in MDPI journals
Special Issue Information
Dear Colleagues,
Video games have become one of the predominant forms of entertainment but have also impacted many other social and cultural aspects of our society. The new forms of interaction and communication in online multiplayer games, the millions of viewers of e-sports professional competitions, the huge following of gaming streamers through channels like Twitch, and the communities of players that are formed around a specific title, are just some examples of the impact of games in everyday life today.
Serious games try more and more to explore the impact of games and the inherent motivation and immersion of players for other objectives, be they education, marketing, social awareness, health and care, etc. Education is the area with more (successful) examples of use of serious games (therefore leading to the game-based learning term, which focuses on the development of games that are designed over specific learning objectives). Educational contexts can also benefit from the use of game mechanics and principles through gamification processes to reinforce the motivation of learners.
The aim of this Special Issue is to present and discuss new advances in game-based learning and gamification in education and serious games in general that can enhance the effectiveness and outreach of education, advertising, social awareness, health, policies, etc.
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.
Prof. António Coelho
Guest Editors
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