Game-Based Learning: Evaluation of Integrating Pedagogical Content and Assessment
A special issue of Education Sciences (ISSN 2227-7102).
Deadline for manuscript submissions: closed (3 June 2022) | Viewed by 5571
Special Issue Editors
Interests: serious games and games-based learning; pedagogical content integration; assessment integration; evaluation of games in various subject areas and industrial settings for the purposes of education and training
Interests: embedding employability within the Higher Education context; facilitating and supporting graduate attributes within the course curriculum; investigating the effectiveness as well as potential drawbacks of online pedagogy in the context of blended and hybrid delivery; games-based learning and serious games for pedagogical delivery
Special Issue Information
Dear Colleagues,
As a result of the rapid advancement in computer games technology and development software such as game engines, it is now possible to implement an educational game with relative ease for a vast number of subject areas. Games have the increased advantage of being risk-free, interactive, immersive, and, due to mobile technology, relatively ubiquitous. However, if games are to be integrated into formal education for the purposes of teaching, then they have to be underpinned by empirical research, pedagogical principles, frameworks, and good practice in terms of learning content integration and assessment mechanism integration. Games-based learning (GBL) is a subset of serious games that has captured the interest of educationalists, particularly in the new era of increased hybrid delivery brought upon by COVID-19. GBL as a supplementary learning approach can be very motivational and engaging while appealing to the new types of learners that we are seeing with increased frequency in education. Challenges associated with GBL are related to integrating learning content, assessment content, and conducting appropriate empirical evaluations of these games to support validity as a potential recognized pedagogical mechanism. This Special Issue features:
- Reviews of research studies investigating empirical evidence associated with the use of games for teaching, education, or training;
- Empirical evaluations of the use of games in any format (PC, AR, VR, MR, Mobile Device) for any subject;
- The validation of frameworks for the informed integration of pedagogical content, assessment mechanisms;
- Reviews of content, and assessment integration frameworks for games based on recognized learning theories and models.
The goal of the Special Issue is to raise attention to the fact that games are motivational and potentially effective but must be based on pedagogical principles and recognized frameworks and models to be effective, bolstered by stringent research studies including longitudinal analysis, meta-analyses, and randomized controlled trials. This Special Issue invites submissions about games or simulations that have been developed using sound pedagogical principles and are applied and evaluated to any level of education and training from any subject area. Frameworks and processes formulated for advancing the GBL field in terms of content integration, assessment integration, or evaluation are also welcome.
Dr. Thomas Hainey
Dr. Gavin Baxter
Dr. Marco Gilardi
Guest Editor
Manuscript Submission Information
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Keywords
- games-based learning
- serious games
- learning content
- pedagogy
- assessment
- evaluation
- frameworks
- empirical evidence
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