Games and Learning: Actions for Quality Education as a Sustainable Development Goal
A special issue of Sustainability (ISSN 2071-1050). This special issue belongs to the section "Sustainable Education and Approaches".
Deadline for manuscript submissions: closed (1 January 2023) | Viewed by 59604
Special Issue Editors
Interests: ICT; gamification; e-learning; video games; social networks
Special Issues, Collections and Topics in MDPI journals
Interests: integration of information and communication technologies (ICT) in education; methodological innovations; gamification
Special Issues, Collections and Topics in MDPI journals
Interests: ICT; e-learning; digital competence; academic performance
Special Issues, Collections and Topics in MDPI journals
Interests: ICT; digital competence; e-learning; gamification; Game based learning (GbL) and video games
Special Issues, Collections and Topics in MDPI journals
Special Issue Information
Dear Colleagues,
Play is something that is present in all cultures, especially in childhood stages, although in the rest of the maturational stages, the game continues to generate interest. However, this is not exclusive to human beings, since it has been shown that games are present in other species.
Until a few years ago the use of game mechanics, dynamics, and aesthetics was restricted to the most elementary levels. However, in recent years there has been a growing interest in this subject, which has caused play as a form of learning to spread to all educational stages, even reaching non-formal or informal education. Games have shown their importance in improving learning, because game is meaningful, spontaneous, and motivating. Piaget and Vygotsky highlight the role of games in cognitive development, allowing the incorporation of strategies, norms, and values in personal development. At present, games have an important role in the development of quality education, which is one of the 2030 Sustainable Development Goals (SDGs).
Among the advantages offered by games, it is worth highlighting their important didactic potential, which ranges from adapting to different learning rhythms, allowing mistakes, receiving instant feedback, developing creativity, and increasing the motivation and socialization of the students, as well as their commitment and participation in tasks and the acquisition of skills.
In education, there are three important concepts linked to play. These are gamification, game-based learning (GBL), and serious games. Although they are all related, they have different characteristics.
In this context, we are seeking contributions that advance the state of the art in designing game-related learning.
Topics of interest for this Special Issue include (but are not limited to):
- Gamification;
- Serious games;
- Game-based learning theories and design;
- Design guidelines for educational games;
- Educational Video games;
- Game design models in education;
- Design patterns for educational games;
- Educational games and sustainability;
- Escape rooms and breakouts;
- Storytelling;
- ICT and gamification.
Prof. Dr. Víctor Abella García
Prof. Dr. Roberto Baelo
Prof. Dr. Sheila García-Martín
Prof. Dr. Mario Grande-de-Prado
Guest Editors
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Keywords
- gamification
- game-based learning
- educational games
- escape rooms
- video games
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