Call for paper 〔OPEN〕

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Registration 〔OPEN〕

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〔CLOSED〕
Introduction

In response to emerging research diversity, ICCE2014 will be a meta-conference, comprising of seven co-located theme-based conferences. This is the Call for Papers for the theme-based conference, C5: Digital Game and Digital Toy Enhanced Learning and Society. All the accepted distinguished full papers will be published in proceedings which will be indexed by Elsevier Bibliographic Databases (e.g., Scopus, Engineering Village and others). Authors of accepted full papers will be invited to submit extended versions of the papers for consideration of publication in Research and Practice in Technology Enhanced Learning (RPTEL), the official academic journal of the Asia Pacific Society for Computers in Education. Digital games and digital toys are cultural artifacts of today’s youth, and the development of these more recent forms of technology continue to outpace our scientific understanding of how these technologies can best be harnessed for educational benefit. This conference seeks to advance the research community’s understanding of the efficacious design, construction, and real world implementation of the use of digital games and toys to facilitate learning in both formal and informal learning contexts. Multiple perspectives on this endeavor are invited, including perspectives from pedagogy, educational philosophy, the sociology of learning, learning design, game and toy design and construction, and real world implementation and evaluation in informal and formal learning scenarios. How current research efforts can advance learning in the 21st century, especially amongst digital youth, will be of special interest to the conference.

Call for paper

Submission Topics

Topics of interest to the GTEL&S conference will include but not be limited to the following: Augmented Reality and Mobile AR Case studies and exemplars Collaboration and community-based learning Empirical and formal evaluations Engagement, emotion, and affect Entertainment robots and digital toys for education Game and toy use in classrooms Game attitude and perception Game narrative Identity and role-play Interaction techniques for learning with games and toys Interface design Learning foundations and design theory Location-based games and ubiquitous technologies Mobile, casual, and online games Multiplayer and social games Multi-sensory interfaces Natural User Interface Naturalistic studies Pedagogy Play and enactment Physical interactions and embodiment through games and toys Simulation and animation Social and cultural dimensions of learning STEM education Support for Informal and Formal Learning Use of social media Virtual characters and avatar representations Virtual labs Virtual storytelling Virtual worlds Wii-like somatic forms of learning, including in sports and training contexts
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Important Date
  • Conference Date

    Nov 30

    2014

    to

    Dec 04

    2014

  • Dec 04 2014

    Registration deadline

Sponsored By
Asia-Pacific Society for Computers in Education
Organized By
Japanese Society for Information and Systems in Education
Japan Society for Educational Technology
Japanese Association for Education of Information Studies