posted by organizer: wilk || 1144 views || tracked by 2 users: [display]

GBL-HICSS 2023 : Game-based Learning Minitrack - Hawaii International Conference on System Sciences

FacebookTwitterLinkedInGoogle

Link: https://hicss.hawaii.edu/tracks-56/knowledge-innovation-and-entrepreneurial-systems/#game-based-learning-minitrack
 
When Jan 3, 2023 - Jan 6, 2023
Where Hawaii
Submission Deadline Jun 15, 2022
Notification Due Aug 17, 2022
Final Version Due Sep 22, 2022
Categories    game-based learning   educational games   gamification
 

Call For Papers

Game-based learning (GBL) broadly refers to learning and education that involves characteristics of games and play in their design, pedagogy, praxis, culture or teacher and learner experience. Game-based learning is a broad field of research and practice and contains under its umbrella for example the following key concepts: educational games, serious games, gamification of learning, games-with-a-purpose, science games, simulation games, and smart toys.

Gamefulness has increasingly become an integral part of any learning and education, and its rise is based on the premise that games are able to invoke beneficial engagement, interest, and motivation as well as cognitive, emotional, and social skill development.

To advance the literature on GBL, this minitrack encourages submissions from any disciplinary background reporting different kinds of studies: e.g., empirical studies, case studies, methods and techniques, conceptual frameworks, and literature reviews. Beyond the title of the minitrack, the minitrack covers research and practice framed as related to neighboring concepts such as educational games, serious games, gamified learning, single- and multiplayer games for learning, simulation, and training games, gameful design, etc. Studies should cover, but are not limited to, the following issues:

- Users: e.g., studies on the effects of GBL on usability, engagement, experience, motivations, user/player types, individual differences, user modeling, etc.
- Educational science: educational effectiveness of GBL, educational theories and their application in GBL, games as assessment tools, games as educational research tools, pedagogical models for GBL, instructional design of GBL, learning mechanisms in GBL, emotions and affective interaction.
- Computing: Computational aspects involving GBL, e.g., tangible and physical computing, artificial intelligence / data-driven approaches, algorithms, frameworks, architectures, etc.
- Technology: e.g., GBL in mobile games, procedural content generation, etc.
- Arts & Design: e.g., user interface design, emotional design, design of learning mechanics, mapping instructional methods to game mechanics, inclusive design and accessibility issues, narratives, media, and & languages in GBL, localization in GBL, .
- Culture: e.g., socio-cultural relations involving GBL, Anthropology, and poetics in GBL, bodies, gender, and politics in GBL, etc.
- Pedagogy: pedagogical aspects (e.g., personalization, collaborative learning, blended learning, cognitive process, intellectual skills, edutainment, etc) in GBL.
- Learning analytics: e.g., adaptivity and personalization in GBL, studies involving GBL in the learning analytics process, game-mechanics adaptation based on learning data.
- Health: GBL for health, effects of GBL in health, health literacy, behavioral change..
- Theories/concepts/methods: e.g., contributions to science around GBL
- Ethics: i.e., general ethical aspects involving GBL.

Authors of accepted papers have the option to fast-track extended versions of their HICSS papers to:

- Smart Learning Environments
- Internet Research
- AIS Transactions on Human-Computer Interaction
- Frontiers in AI for Human Learning and Behavior Change

Minitrack Co-Chairs:

Wilk Oliveira (Primary Contact)
Tampere University
wilk.oliveira@tuni.fi

Juho Hamari
Tampere University
juho.hamari@tuni.fi

Kristian Kiili
Tampere University
kristian.kiili@tuni.fi

Julita Vassileva
University of Saskatchewan
jiv@cs.usask.ca

Related Resources

GBL-HICSS 2024   Game-based Learning Minitrack - Hawaii International Conference on System Sciences
Philosophical Approaches to Games and Ga 2024   Call For Papers - Philosophical Approaches to Games and Gamification: Ethical, Aesthetic, Technological and Political Perspectives
Gamification HICSS 2025   Gamification Minitrack - Hawaii International Conference on System Sciences (HICSS)
Gam-R 2024   Gam-R 2024 : 7th International Workshop Gam-R - Gamification Reloaded in conjunction with ACM In-Cooperation Mensch und Computer conference (MuC 2024)
GALA 2024   Game and Learning Alliance Conference 2024
AIAB 2025   HICSS/Electronic Markets: Artificial Intelligence-based Assistants and Platforms
HICSS- Mini-track DSSF 2024   CFP: HICSS- Mini-track Decision Systems for smart farming
HICSS/Electronic Markets 2025   Human-Centricity in a Sustainable Digital Economy | HICSS + Special Issue at Electronic Markets
HICSS 2025   Cybercrime at HICSS 58
ECGBL 2024   18th European Conference on Games Based Learning