Games for Learning
A special issue of Education Sciences (ISSN 2227-7102). This special issue belongs to the section "Technology Enhanced Education".
Deadline for manuscript submissions: closed (15 February 2024) | Viewed by 3170
Special Issue Editors
Interests: games for learning; human–computer interaction; computer science education; game jams/ hackathons
Interests: engineering education; human–robot interaction; children and educational robotics
Special Issue Information
Dear Colleagues,
Bridging the gap between schools and universities is one of the greatest challenges we face in educational research. Achieving quality education requires empirical evidence-based and practice-based teaching, while ensuring that educational research is responsive to classroom needs and problems.
The literature shows that video games offer many benefits for teaching and learning. However, there are not many schools that have introduced them in their classes. The main purpose of this Special Issue is to consolidate knowledge on the application and effectiveness of educational learning models that incorporate video games into education. This monograph therefore welcomes the participation of teachers, professors and researchers using video games for teaching and/or research activities in early childhood education, primary school, secondary school or university.
Topics of interest include, but are not limited to, the following:
- AI in educational games;
- Alternate reality educational games;
- Assessment and evaluation of educational games;
- Awareness-raising educational games;
- Diversity and inclusion in educational video games;
- Educational AR games;
- Educational mobile games
- Educational video games;
- Educational VR games;
- Emerging technologies in educational video games;
- Pervasive educational games;
- Robotics in educational games;
- The importance of play in educational games.
Dr. Allan Fowler
Dr. Craig Sutherland
Guest Editors
Manuscript Submission Information
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Keywords
- video games
- board games
- games for learning
- human–computer interaction
- learning
- AI
- VR
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