Special Session
Special Session on
Game-Based Learning and Training -
GBLT
2015
23 - 25 May, 2015 - Lisbon, Portugal
Within the 7th International Conference on Computer Supported Education - CSEDU 2015
* CANCELLED *
CHAIR
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Carlos Vaz de Carvalho
ISEP
Portugal
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Brief Bio
Carlos Vaz de Carvalho has a PhD in Information Systems and Technology. He is a Professor at the Engineering School of the Porto Polytechnic (ISEP) and the Director of the R&D group GILT - Graphics, Interaction and Learning Technologies until 2014. He was e-Learning Director (2001-2005) of ISEP and Director of the Distance Learning Unit of the Porto Polytechnic (1997-2000). He has published over 130 references on the subject including several books. He coordinated nine European Projects on the use of technology and games for learning. He is the main editor of the EAI Transactions on Serious Games and Director of SEGAN, the European Association for Serious Games.
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SCOPE
Games are structured contexts where players have clear objectives, with victory as end goal. In a game, players must overcome challenges and face opponents (real or game characters) but always respecting a clearly-defined set of rules. Failure to follow these rules implies a punishment or penalty. Games can involve one player acting alone, two or more players acting cooperatively, or players or teams of players competing between themselves. Games can offer an incredibly immersive and engaging environment where users ‘learn by doing’ and from their own mistakes in a controlled environment that is able also to improve teamwork, social skills, leadership and collaboration. Game-based learning and training (GBLT) corresponds to the use of games for this purpose. In spite of the existing evidence of success, there is still a limited use of GBLT. This has mainly to do with social concerns and stereotypes about the relation of games and serious purposes. Other issues relate to physical and cost barriers, hardware and license cost, access (for online games), maintenance and support. But this limited use is also related to the lack of extended evidence of effective application.
The Special Session on Game-based Learning and Training is a multidisciplinary approach to the presentation of research, theory, application, practice and validation in this field for any level and any area. As such it will cover areas like cognition, psychology, technology-enhanced education, evaluation and assessment, multimedia and information technology. GBLT is interested in new scientific approaches and results from experiments and real-life applications.
Topics of Interest
Topics of interest include, but are not limited to:
- Practical application of games for education and training
- Research on GBLT
- Technology, tools and systems for GBLT
- Game platforms, toolkits, frameworks, engines, APIs and libraries
- Game interfaces (input devices, speech, gestures)
- Content generation tools
- Immersive Environments, virtual environments, virtual reality, augmented reality, mixed reality use for GBLT
- Game platforms
- Online, Multi-user games
- Games for mobile, handheld, and connected systems
- Game Security and Networking
- Future Issues of GBLT
- Accessibility and inclusive design for GBLT
- GBLT design
- Evaluation of GBLT
A list of specific topics of interest:
Game-based Learning, Games, Simulations, Learning Games, Training Games, Edutainment.
PAPER SUBMISSION
Prospective authors are invited to submit papers in any of the topics listed above.
Instructions for preparing the manuscript (in Word and Latex formats) are available at: Paper Templates
Please also check the Guidelines.
Papers must be submitted electronically via the web-based submission system using the appropriated button on this page.
PUBLICATIONS
After thorough reviewing by the special session program committee, all accepted papers will be published in a special section of the conference proceedings book - under an ISBN reference and on digital support - and submitted for indexation by Web of Science / Conference Proceedings Citation Index, DBLP, EI and SCOPUS.
SCITEPRESS is a member of CrossRef (http://www.crossref.org/) and every paper is given a DOI (Digital Object Identifier).
All papers presented at the conference venue will be available at the SCITEPRESS Digital Library