Wednesday, May 22, 2013

ECGBL 2013

Instituto Superior de Engenharia do Porto (ISEP), Porto, Portugal
3-4 October 2013

Games have been shown to promote learning and the development of personal and social skills like socialization, teamwork, leadership, decision making and collaborative learning. Games have been successfully used in three distinct areas: training (professional and social context); formal education (classroom and school context), non-formal education (outside the school context). However, there is still a limited use of game-based learning. This has mainly to do with social concerns and stereotypes about the relation of games and education. But this limited use is also related to the lack of extended evidence of effective application. Throughout the years, ECGBL has been addressing this issue by providing a forum to exchange ideas and best practice among researchers and practitioners therefore contributing to a wider adoption of Game-Based Learning (GBL) in Europe.

Mini track on Gamifiying the classroom:
  • The impact of learning through the gamification approach;
  • Giving rewards to people who share experiences related to their progress in curriculum;
  • Implementing systems for rewarding student's visibility and status;
  • Gamifiying grading;
  • Designing challenges between users through embedding small casual games-like activities within academic tasks;
  • Reflecting on the intrinsic/extrinsic motivations that promote learning engagement in a gamified context.
The overall objective of this mini-track is to increase knowledge about utilizing gamification in educational settings. The mini track welcomes both conceptual and empirical work on the use of gamification strategies embedded in the regular dynamics of learners.

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