Dresden (GER), February 2021 - Today, electronic games are more than just pastimes; they are platforms through which we experience virtual situations, try out strategies, and develop or simulate new ideas. Game based learning is set to grow rapidly in the near future. Its wide range of engineering applications includes automotive, aerospace and systems engineering, medicine, banking, and management.
In this context, games are successful educational approaches, mainly when they are built on one of today's well-established didactic frameworks, aiming at strengthening self-regulated personalized learning.
This Special Sessions (GinEE) within the ICL 2021 Conference, September 2021, Dresden, Germany, aims to cover all aspects of gamification, including
- game based learning
- applications of didactic frameworks
- games engineering
- serious games
- digital transformation
- user studies
- development of non-technical skills / meta-cognitive skills
- learning scenarios based on virtual worlds
- project based learning - capstone projects
- game based learning arrangements
- tools and applications for developing games in engineering education
- experience reports
- teaching cases
- remote / distance / online learning
- personalization approaches
- any other work in progress
Our main goal is to bring together stakeholders for exchanging ideas and experiences and encouraging networking between academia and industry.
Authors are invited to submit complete papers for the GinEE special session (no abstracts needed). As indicated above, the topics cover virtually all aspects of gamification applied to any learning process.