The Korean Society for Educational Technology

한국교육공학회

타기관홍보

home    >    학회소식    >    타기관홍보
학술대회 홍보의 건 [International Conference on Computers in Education (ICCE) 2022 및 Sub Conference 발표원고 모집]
  • 관리자
  • |
  • 40
  • |
  • 2022-05-10 10:45:59

안녕하세요,

Asia-Pacific Society for Computers in Education (APSCE) 에서 주관하는 International Conference  on Computers in Education (ICCE) 에서 학술대회 발표원고를 모집하고 있습니다참여 방법은 Paper Presentation / Poster Presentational / Doctoral Colloquium / Workshop 등등이 있으니 아래의 내용을 참고하시어 컨퍼런스 공식 웹사이트 (https://icce2022.apsce.net/ ) 통해서 원고 접수해주시기 바랍니다.  교육공학  미디어 관련 연구를 진행하고 계시는 연구자분들의 많은 관심과 참여 바랍니다.

 

특히 현재 ICCE  Sub-Conference C5 섹션에서 Educational Gamification and Game-based Learning (EGG) 원고 접수중입니다메인 컨퍼런스 원고의 신청 마감일은 2022 5 16 ()입니다발표 원고 관련하여 관심 있으시거나 궁금한 부분이 있는 분께서는 jmoon19@ua.edu (문제웅, The University of Alabama) 알려주시기 바랍니다발표원고 준비  원고 투고방법은 아래의 링크를 참고해주시기 바랍니다.
https://icce2022.apsce.net/call-for-papers/

 

발표원고 제출링크: Paper Submission: https://easychair.org/conferences/?conf=icce2022

발표원고 탬플릿Download the template

Important Dates

  • Submission due date:  May 16, 2022
  • Notification of acceptance: July 11, 2022
  • Camera-ready paper: August 1, 2022
  • Author registration deadline: August 29, 2022

 

CALL FOR PAPERS C5

ICCE 2021 SUB-CONFERENCE ON EDUCATIONAL GAMIFICATION AND GAME-BASED LEARNING (EGG)

Today, game-based learning, joyful learning, and gamification have become popular terms for practitioners and well-known research areas around the world. Learning fostered by games and toys is one of the most exciting and fascinating research areas in the 21st century education. When learners interact with games and toys, they explore worlds, encounter difficulties, and make decisions, which can make them feel emotionally engaged in the process of learning. Furthermore, they learn how to solve problems and develop creative thinking. In a sense, games and toys can be a good instructional tool to encourage inquiry, knowledge production, global citizenship, and creativity. In other words, games and toys are the combination of goals, methods and performance.

As a research community, we are driven by questions pertinent to how games can be designed to foster intrinsic motivation, to restructure thinking, to alter discourse patterns, to transform classroom-learning practices and to reform a teacher-centric learning culture. We are looking for the marriage of learning theories, technologies, humanistic design, and practices. We seek for research that reveals the results and processes of the above. In the era of the big data, we are looking for research that shed lights on how students’ activity and performance can be documented for the purpose of learning and teaching. We are eager to unpack the learning processes involving the use of toys, games, and game-like activities with or without digital technologies. Any other topics about games, toys and education are also welcome.

This sub-conference aims at providing researchers a platform to share and discuss innovative and advanced design, learning and assessment technologies utilizing toys, games, and gamification. It welcomes submissions in topics including, but not limited to:

·          Advanced learning technologies (e.g., artificial intelligence, personalization, adaptive system, cross-platform gaming mechanism, augmented reality, etc.)

·          Applying learning analytics in game-based learning

·          Big data applied to learning with games or gamification

·          Case studies and exemplars

·          Collaboration and community-based learning

·          Comparison of learning with games vs traditional schooling

·          Design of learning activities pertinent to the concept of games

·          Effectiveness and processes of learning with games and toys

·          Empirical and formal evaluations

·          Enactment of game-based learning in informal and formal settings

·          Engagement, emotion, and affect

·          Entertainment robots and digital toys for education

·          Game and toy use in classrooms

·          Game attitude and perception

·          Game narrative

·          Games that foster high-order skills (problem-solving skills, creativity, etc.)

·          Gamification

·          Identity and role-play

·          Immersive learning

·          Interaction techniques for learning with games and toys

·          Interface design

·          Learning foundations and design theory around games and toys

·          Location-based games and ubiquitous technologies

·          Metaverse

·          Mobile, casual, and online games

·          Multiplayer and social games

·          Multi-sensory interfaces

·          Natural user interface

·          Naturalistic studies

·          Pedagogy informed by games and learning

·          Play and enactment

·          Physical interactions and embodiment through games and toys

·          Simulation and animation

·          Social and cultural dimensions of learning

·          STEM education

·          Sustainable and scalable cases of learning with games

·          Theories on learning with games in general

·          Use of social media

·          Virtual world (characters, avatar representations, etc.)

·          Virtual storytelling

·          Wii-like somatic forms of learning, including in sports and training contexts

 


 

이전글 제145회 KERIS 미래교육 포럼 개최
다음글 다음글이 없습니다.
비밀번호 입력
확인
비밀번호 입력
비밀번호
확인
TOP