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CALL FOR CHAPTERS
Proposals Submission Deadline: 11/15/2009
Full Articles Due: 1/31/2010

Handbook of Research on Improving Learning and Motivation through Educational Games:
Multidisciplinary Approaches
A book edited by Dr. Patrick Felicia
Waterford Institute of Technology, Ireland

Introduction
Game-Based Learning is becoming increasingly popular thanks to its ability to both motivate and teach a new generation of learners frequently referred as the ‘digital natives’. This new breed of learners use computers on a regular basis, play video games frequently and are often driven by emotionally-charged material. Many of these video games implicitly implement well-known educational theories and, as a result, have been used for learning purposes. However, despite encouraging examples on the application of digital games to teach, there is still a need for more rigorous experiments in order to define frameworks that guarantee systematic learning through video games. Without solid theoretical foundation and precise guidelines on how to use video games in educational settings, it might be very difficult to obtain all the benefits that these games promise. Developers need to be informed on best practice inherent to the design of successful educational games, while educators need to be aware of the educational potential of video games and to understand how digital games can be deployed successfully to ensure a positive outcome in terms of motivation and learning on the part of the learners.

Objective of the Book
This book aims to provide relevant theoretical frameworks and the latest empirical research findings in the area. It will be written for professionals, such as students, teachers, developers or managers, who want to improve their understanding of the important roles and applications of educational games in terms of teaching strategies, instructional design, educational psychology and game design.

Target Audience
The target audience of this book will be composed of professionals and researchers working in the fields of educational games development, e-learning, technology-enhanced education, multimedia, psychology, and information technology.

Recommended topics include, but are not limited to, the following:

  • Instructional Design and Video Games:
      o Theoretical models and empirical evidence
      o Instructional design and game design
      o Intelligent Tutoring Systems and Game-Based Learning
      o Adaptive Games Design
      o Accounting for disabilities in educational Games
      o Engaging students with difficulties
  • Educational Game Design:
      o Theoretical models and empirical evidence
      o Design Patterns
      o Theoretical Frameworks
  • Psychological aspects of educational games:
      o Theoretical models and Empirical Evidence
      o Motivation
      o Emotions and personality
      o Learning Styles
      o Sound, motivation and the cognitive process in video games
  • Teaching Strategies:
      o Guidelines and successful experiences
      o Conditions for successful integration of digital games in the classroom
      o Integrating educational games with Learning Management Systems (e.g., Moodle)
      o The role of instructors (e.g., teaching strategies)
      o Barriers and possible solutions for the introduction of educational games
  • Emergent mediums for Game-Based Learning:
      o Mobile Game-Based Learning
      o Virtual worlds
      o Augmented Reality

    Submission Procedure
    Researchers and practitioners are invited to submit on or before November 15, 2009, a 2-3 page chapter proposal clearly explaining the mission and concerns of their proposed chapter. They are required to explain how their chapter will meet the objectives of the book and to provide the provisional structure of their proposed chapter (name and indicative content of each section). Authors of accepted proposals will be notified by November 30, 2009 about the status of their proposals and sent chapter guidelines. Full chapters are expected to be submitted by January 31, 2010. All submitted chapters will be reviewed on a double-blind review basis. Contributors may also be requested to serve as reviewers for this project. Additional information regarding this publication can also be found at http://www.3delearning.com/index.php?page=igi_cfc

    Publisher
    This book is scheduled to be published by IGI Global (formerly Idea Group Inc.), publisher of the “Information Science Reference” (formerly Idea Group Reference), “Medical Information Science Reference,” “Business Science Reference,” and “Engineering Science Reference” imprints. For additional information regarding the publisher, please visit www.igi-global.com. This publication is anticipated to be released in early 2011.

    Important Dates:
    November 15, 2009:
    Proposal Submission Deadline
    November 30, 2009: Notification of Acceptance
    January 31, 2010: Full Chapter Submission
    March 15, 2010: Review Result Returned
    April 15, 2010: Revised Chapter Submission
    April 30, 2010: Final Acceptance Notification
    May 31, 2010: Final Chapter submission

    Editorial Advisory Board
    Tobias Bevc, Goethe University of Frankfurt, Germany
    Sara de Freitas, Serious Games Institute, UK
    Simon Egenfeldt-Nielsen, IT-University Copenhagen, Denmark
    Lisa Galarneau, University of Waikato, New Zealand
    Hamish Macleod, University of Edinburgh, Scotland
    Maja Pivec, University of Applied Sciences, Austria
    Daniela Romano, University of Sheffield, UK
    Ben Williamson, FutureLab, UK

    Inquiries and submissions can be forwarded electronically (Word document) or by mail to:

    Dr. Patrick Felicia
    Department of Computer Science
    Waterford Institute of Technology,
    Waterford, Ireland.
    Tel.: +353 51302037• Fax: +353 51302679 • Mobile: +353 86 083 51 04
    E-mail: pfelicia@wit.ie

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