Game-Based Learning

Editor-in-Chief

Carlos Vaz de Carvalho
Instituto Superior de Engenharia do Porto

Baltasar Fernandez Manjon
Department of Software Engineering and Artificial Intelligence (DISIA), Complutense University of Madrid (UCM)

Journal Email Contact

gbl@icst.org

ISSN# 2034-8800


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Scope

Games are structured contexts where players have clear objectives, with victory as end goal. In a game, players must overcome challenges and face opponents (real or game characters) but always respecting a clearly-defined set of rules. Failure to follow these rules implies a punishment or penalty. Games can involve one player acting alone, two or more players acting cooperatively, or players or teams of players competing between themselves. Computer games are played through a computer, on a standalone or networked form. They are highly interactive and motivating products.
The use of games for learning is effective because they create rich contexts where educational objectives can be defined and theoretical concepts can be applied in practical situations. Furthermore, educational games promote the development of personal and social skills because they favor cultural awareness, socialization, respect for others, teamwork, leadership, decision making and collaborative learning. It is therefore possible to get a convergence of games and learning 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 in formal education. This has mainly to do with social concerns and stereotypes about the relation of games and education. Other issues relate to physical and cost barriers, hardware and license cost, access (for online games), maintenance and support, teachers’ confidence in using the game for a specific curriculum goal. But this limited use is also related to the lack of extended evidence of effective application. Therefore a dedicated journal is necessary to demonstrate the validity of this learning methodology.
The ICTS Transactions on Game-Based Learning is a multidisciplinary approach to the presentation of research, theory, application, practice and validation in the field of Game-Based Learning for any level and any area of education. As such it will cover areas like cognition, psychology, technology-enhanced education, evaluation and assessment, multimedia and information technology. By Game-Based Learning, are considered all forms of formal or informal learning which are supported by digital (or not) simulations, games, modeling, virtual and augmented reality, new interaction devices, toys and playthings.

Keywords

Game-based Learning, Games, Simulations, Serious Games, Learning Games, Training Games, Edutainment.

Editor-in-Chief

Carlos Vaz de Carvalho has a Master’s Degree in Electrical and Computer Engineering by the Faculty of Engineering of the University of Porto and a Ph.D. in Information Systems and Technology by the School of Engineering of the University of Minho.
He has been a Professor for the last 19 years in the Computer Engineering Department of Instituto Superior de Engenharia do Porto (ISEP), the School of Engineering of the Porto Polytechnic. He was responsible for several disciplines in the fields of Algorithms, Programming and Multimedia and responsible for introducing innovative online components and methodologies (e-learning/b-learning) in these disciplines. He participated in several processes of curricular reform, like the one resulting from the Bolonha Declaration, where he was the lead promoter of the Graphics and Multimedia branch of the Master’s Degree in Computer Engineering.
He has, in parallel, remarkable activity in short-term/vocational training with emphasis on actions related to e-learning, in collaboration with outstanding organizations in this area.
Scientifically, he was researcher at INESC (Group on Computer Graphics), a private R&D organization, between 1988 and 1996. From that moment he developed his scientific career, in the field of e-Learning, at ISEP where he is currently the Director of the R&D Group GILT (Graphics, Interaction and Learning Technologies). He tutored/is tutoring seven PhD theses and 30 Master theses, has authored over 100 publications and communications, including nine books (as author and editor) and participated in more than 20 national and European projects, assuming the coordination of five of them.
He served as Vice President of Computer Engineering Department from 2000 to 2001 and Head of that Department between 2003 and 2005. He was e-learning Director (2001-2005) of ISEP and directed (1997-2000) the Distance Education Unit of the Polytechnic Institute of Porto. He was also a member of the Scientific Council in the ISEP between 1994 and 2009.

Baltasar Fernandez Manjon Associate professor in the Department of Software Engineering and Artificial Intelligence (DISIA) at the Complutense University of Madrid (UCM). Dr. Fernández-Manjón is also the Vice Dean of Research and Foreign Relationships at the Computer Science School of this university. He co-leads the Complutense e-learning research group (www.e-ucm.es) . He is the former Academic Director of the Computer Science Technical School of Centro de Estudios Superiores Felipe II (Aranjuez, Spain) (2001-2006). He received Bachelor in Physics (major in Computer Science) and a PhD in Physics from the UCM. He is member of the Working Group 3.3 “Research on the Educational uses of Communication and Information Tecnlogies” of the International Federation for Information Processing (IFIP) and of the Spanish Technical Committee for E-learning Standarization (AENOR CTN71/SC36 “Tecnologías de la información para el aprendizaje”). He is also liason person between IEEE Technical Committee on Learning Technology (LTTC) and IFIP WG3.3. His main research interests are e-learning technologies, educational uses of markup technologies, educational uses of serious games, application of educational standards and user modelling on which he has published more than 60 research papers. He is also co-organizer and program committee member of several conferences (e.g. SIIE, ICALT, SCORM) and associate editor of several special issues about e-learning: Journal of Universal Computer Science (Springer, 2005 and 2007), Computers In Human Behaviour (2008), Simulation and Gaming (2008).

Editorial Board

Janet C Read
University of Central Lancashire, UK

Pedro Latorre
Universidad de Zaragoza, Spain

Dr Margaret Linehan
Cork Institute of Technology, Ireland

Joze Rugeli
Faculty of Education University of Ljubljana, Slovenia

Nicholas Mitchell
University of Central Lancashire, UK

Francisco Serón
Universidad de Zaragoza, Spain

Martin Sillaots
Tallinn University, Estonia

Hariklia Tsalapatas
University of Thessaly, Greece

Gearóid Ó Súilleabháin
Cork Institute of Technology, Ireland

Paula Escudeiro
Instituto Superior de Engenharia do Porto, Portugal

Olivier Heidmann
University of Thessaly, Greece

Nick Kearney
Andamio Education and Technology S.L., Spain

Romana Křížová
Accord International s.r.o., Czech Republic

Martin Kuštek
Cordia a.s., Slovakia

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Future Intelligent Educational Environments

Editors-in-Chief

Vic Callaghan
University of Essex, UK

Minjuan Wang
San Diego State University, USA

Juan Carlos Augusto
University of Ulster, UK

Journal Email Contact

tofiee@icst.org

ISSN# 2034-8819

Submit an article to ICST Transactions on Future Intelligent Educational Environments

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Scope

As the world moves steadily to become a knowledge-based economy, education and learning have never been more important. Technology is playing an increasingly crucial role in the delivery of education, which in turn is driving research into the search for ever better technological solutions. Each wave of technological advance has opened new opportunities teachers and students. First the arrival of personal computers popularized computer aided learning, next the internet introduced eLearning; now the age of intelligent environments is bringing such pedagogical advances as smart classrooms, intelligent campuses, immersive reality, affective learning, mobile learning, intelligent learning clouds and personalised intelligent avatar-like tutors to revolutionize current learning practices, and to challenge the traditional notion of a university or school. Intelligent Environments have been heralded as a technology to radically transform our society, and the nature of teaching and learning. There is an urgent need for a journal that acts as a focus for researchers and practitioners to pool knowledge together and to advance the science and art of teaching, learning, and pedagogical practice, making it more efficient, cost-effective, and fun.

To achieve the above outcomes, this Journal (TOFIEE) will focus on showcasing new technologies that can help to make a difference to teaching and learning experiences, by enriching the learning process and the teaching infrastructure. Central to our forum will be enriched physical and environments such as smart classrooms, virtual / mixed reality environments, intelligent learning clouds or mobile and augmented reality systems that can interact with students and teachers at a pedagogical level, so as to bring true innovations to education. We will also include the systems that support the learning of practical skills, such as those typified by science and engineering laboratories that are critical to students following technology courses. The journal will also include consideration of the wider campus infrastructure which can also impact the cost and effectiveness of education. Examples include smart signage that can guide people around a campus or smart applications for timetabling or managing the environment of the teaching facilities. Education is increasingly global and multicultural in nature and thus, the cultural dimension is a topic we would seek to include.
This Journal will serve as a forum for researchers and practitioners to discuss the latest intelligent technologies that can support the development of new educational technologies and environments around the world. Given the multi-disciplinary nature of the areas involved, the journal aims to promote participation from several different communities covering a variety of topics: pedagogical strategies, technical (infrastructure), social-cultural influences; interaction, inclusion, and socialization in intelligent educational environments and systems, etc.

The journal will aim to attract reports on research and development related to a number of areas, including:

  • Smart classrooms;
  • Intelligent campus;
  • Virtual & Mixed Reality Learning Environments;
  • Digitally Enhanced Teaching Laboratories;
  • Technologically supported Pedagogy;
  • Affective Learning;
  • AI Tutoring Systems;
  • Learning clouds;
  • Mobile Learning;
  • Instructional design methods, models and Tools;
  • Smart global and multi-cultural learning environments;
  • Curriculum Development for Intelligent Education systems;
  • Evaluation of intelligent learning environments;

Keywords

Technology supported education, assisted learning, smart classrooms, tutoring systems, intelligent interaction, intelligent campus, pervasive & ubiquitous education.

Editor-in-Chief

Victor Callaghan is Professor of Computer Science, leader of the Intelligent Environments Group (IEG) and a director of the interdisciplinary Digital Lifestyles Centre (DLC) at Essex University. He established and directed mobile robotics research at Essex before founding the intelligent environments group (IEG). Both areas now host world-class teams and facilities. In particular, the IEG hosts the iSpace which is a full size digital home, the iClassroom is a high tech teaching facility, the iCampus, a Living lab based on an instrumented campus and the iWorld, and online mixed –reality implementation of these spaces. Professor Callaghan holds a B.Eng and PhD in Electronics and Computing, respectively, from Sheffield University. In general terms, his main expertise concerns the application of pervasive computing technology to the creation of intelligent environments that range from smart classrooms to immersive educational technology environments. He works closely with colleagues in the Network Education College in Shanghai (the online education arm of Shanghai Jiao Tong University) and the Department of Educational Technology at San Diego State University. In addition he is one of the founding board members of the Creative Science Foundation, a collaboration with Intel for introducing creative methodology to regular science teaching. He is also working with other commercial companies on the development of cutting edge teaching technology such as the Immersive Displays Ltd range of immersive reality teaching desks and the FortTo Ltd range of student laboratory equipment for teaching embedded-computing. Professor Callaghan has authored around 200 papers in international journals, conferences and books and he holds 4 key patents in his field. He has been principal investigator on numerous international and national projects in the area of pervasive computing attracting over 2 million pounds in research funding. He is a founder and principal organiser of the international annual IEEE sponsored conference, Intelligent Environments, a key member of the organizational team for the Pervasive Computing & Applications, Ubiquitous Intelligence & Computing conferences, founder member of the Creative Science Foundation (and associated workshops) and a member of the editorial teams of the Intelligent Buildings International, Pervasive Computing & Communications, Ambient Intelligence and Smart Environments journals.

Dr. Minjuan Wang is an Associate Professor of Educational Technology at San Diego State University (SDSU). Her current research specialties focus on the sociocultural aspects of online learning, mobile learning, intelligent systems, and Cloud learning.. Currently, she conducts research on teaching and learning in international multicultural settings and the use of mobile learning in formal and informal learning. Minjuan serves on the editorial boards for three outstanding journals: Open Education Research, International Journal on E-Learning (IJEL), and the Open Education Journal. She has also been a long-time reviewer for the premier journal—Educational Technology Research and Development, and a reviewer for more than 10 other international journals. In addition, she edited the Handbook of Research on Hybrid Learning Models. A winner of several research awards, Minjuan has more than 100 peer-reviewed articles published in premier journals, such as Educational Technology Research and Development, IEEE Transactions on Education, Computers and Education, British Journal of Educational Technology, and Educational Technology and Society. She has also published several book chapters on Best practices in teaching online or hybrid courses, Cross-cultural issues in online learning, Cybergogy for interactive learning online, and assessment of mobile learning in large classrooms. The Cybergogy for Engaged Learning Model she created has been recognized as an instructional design model (http://edutechwiki.unige.ch/en/Cybergogy).

Juan Carlos Augusto has two decades of experience in teaching and R&D. His research has been recently focused on the development of Intelligent Environments, especially on their application to healthcare and education. Some of his latest publications include: the Handbook on Ambient Assisted Living (2012), the Handbook on Ambient Intelligence and Smart Environments (2009), Human-Centric Interfaces for Ambient Intelligence (2009) and Advances in Ambient Intelligence (2007). He is also actively involved in the organization of events that can stimulate research in the area by contributing as a Steering/Scientific/Program Committee member in various relevant international conferences. His editorial experience includes being co-Editor-in-Chief of the Journal on Ambient Intelligence and Smart Environments (IOS Press), Editor-in-Chief of the Open Innovation Series (EAI Press), and Editor-in-Chief of the book series on Ambient Intelligence and Smart Environments (IOS Press), as well as being a permanent Editorial Board member of four other journals.

Editorial Board

Dianne Cook
(Washington State University, USA)

Susi Daryanti
(Universitas Gadjah Mada, Indonesia)

Simon Egerton
(Monash University, Malaysia)

Michael Gardner
(University of Essex, UK)

Anne Holohan
(Trinity College Dublin, Eire)

Gordon Hunter
(Kingston University, UK)

Shang Junjie
(Beijing University, China)

Achilles Kameas
(CTI, Greece)

Jason Ng
(BT, UAE)

Angélica Reyes
(Polytechnic University of Catalonia, Spain)

Maria Jose Rodriguez Fortis
(University of Granada, Spain)

Hedda Schmidtke
(CMU, Rwanda)

Michael Weber
(University of Ulm, Germany)

Zhihui Wei
(Open Education Research, China)

Hsuan-Yi Wu
(National University of Taiwan)

Victor Zamudio
(Instituto Tecnológico de León, México)

Ping Zheng
(Canterbury Christ Church University, UK)

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Ambient Systems

Editors-in-Chief

Dr. Silvia Gabrielli
CREATE-NET, Trento, Italy

Prof. Tiziana Catarci
DIS, University of Rome La Sapienza, Rome, Italy

Journal Email Contact

as@icst.org

ISSN# 2032-927X

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Scope

The design of Ambient Systems is a cross disciplinary endeavour aimed at supporting and augmenting people’s activities in everyday life, by embedding computational intelligence in the distributed network of devices available in their living environment. While technology needs to become more and more invisible to provide smart support, novel forms of user experience and multimodal interaction need to be devised to enable fluid, intuitive and appealing transitions between the physical and digital world.

This journal seeks contributions from leading experts and visionary thinkers in industry and research, about the principles, interaction paradigms, methods and applications that best can drive the future design of Ambient Systems and their human-centred, situated interfaces.

Relevant topics covered by this journal concern:

  • Methods and tools for the development of Pervasive Environmental infrastructure
  • Design of highly immersive contents for Ambient Media
  • Trustful mechanisms for context awareness, social sensing and inference
  • AIterative design and evaluation studies of multimodal interfaces
  • Adaptive and personalized solutions for ambient intelligence
  • Embodied agents and affective interfaces
  • Personal, social, safety and ethical issues raised by Ambient system applications, such as Domotics, Ambient Assisted Living, Pervasive Edutainment Environments

Keywords

Pervasive/Ubiquitous Computing and Applications; Multimodal Interaction Design; Context awareness, social sensing and inference; Automatic Behavioural Analysis; Embedded Smart Agents; Advanced Networking Architectures; User Experience studies of Ambient Media content; Security, Privacy and Trust; User Preferences and decision-making processes in Ambient Systems; User adoption and appropriation of Ambient Systems; Mixed Reality applications; Smart Homes; Ambient Assisted Living.

Editors-in-Chief

Silvia Gabrielli is a senior researcher in the Ubiquitous Interaction group at the CREATE-NET Research Consortium, Trento (Italy), which she joined in 2010. Since 2008 she is also adjunct Professor of Human-Computer Interaction at the University of Trento (Faculty of Cognitive Sciences) within the Interfaces and Communication Technologies BSc Program. Over the last ten years she has been research scientist at FBK-IRST (Trento), HCI-Lab University of Udine, DIS University of Rome La Sapienza, Interaction Design Institute Ivrea (Torino) and Interact Lab (University of Sussex, Brighton, UK). She received her Ph.D. in Cognitive Sciences and a Master degree in Psychology from the University of Padova (I) in 2001 and 1994 respectively. Her research interests include the human-centred design of Smart Environments and Interfaces for Personal Healthcare, Assisted Living and Edutainment.

Tiziana Catarci got her Ph.D. in Computer Engineering in 1992 from the University of Roma “La Sapienza”, Italy. From 1987 to 1990, from 1990 to 1998, and from 1998 to 2000 she was research assistant, assistant professor and associate professor respectively at the University of Roma “La Sapienza”, where she is now a full professor. Her main research interests are in theoretical and application oriented aspects of visual formalisms for databases, information visualization, database design, cooperative information systems, user interfaces, usability, digital libraries, data quality and Web access. On these topics she has published over 150 papers in leading journals and conferences and 20 books. Her contribution can be regarded as one of the first and most significant examples of deep analysis and formalization of the interaction between the user and the database, which takes in consideration both usability issues and language related aspects.

With respect to applications, she has led or participated in various projects on visual query systems, usability studies and developed methodologies for database design. Particularly relevant are some European projects, including KIM, VENUS, FADIVA, LAURIN, SEWASIE,DELOS, Interop, WORKPAD, SM4All, aiming at investigating different aspects of interface design and human-computer interaction. Outside of academia, she has been a consultant to large (private and government) organisations. Since January 2009, she is delegate provost for ICT at “La Sapienza”. Dr. Catarci is regularly in the programming committees of the main database and human-computer interaction conferences and is associate editor of ACM SIGMOD Digital Symposium Collection (DiSC), VLDB Journal, World Wide Web Journal, and Journal of data Semantics. She has been associate editor of IEEE MULTIMEDIA for several years. She has been the PC Co-chair of WISE 2003 and of ODBASE 2004, the Workshop co-chair of Interact 2005, and the tutorial co-chair of VLDB 2006. In 2008, she has been the Note Co-chair of the 2008 edition of the largest and most important conference on human-computer interaction, ACM CHI. In 2009 she is one of the Track Chairs of ICDE 2009. She has been the organizing chair of the 27th International Conference on Very Large Databases (VLDB2001), has been the program co-chair of the Fifth IFIP Working Conference on Visual Database Systems (VDB5) and has been the program co-chair of the International Workshop on Advanced Visual Interfaces (AVI) in 1996 and is in the AVI steering committee. AVI is bringing together researchers in Human Computer Interaction and Databases since 1992. She has been guest co-editor of two special issues of the Journal of Visual Languages and Computing (on “Visual Query Languages”), of ACM SIGMOD Record (on “Information Visualization”), of Information Systems (on “Data quality” and on “Data and Service Integration”), of the WWWJ (on “Multi-channel Adaptive Information Systems on the World Wide Web”) and of the VLDB Journal (on “Metadata Management”).

Editorial Board

Context Aware Systems, Architectures and Services Embedded Systems
Schahram Dustdar
Technical University of Wien, Austria

Ambient Media, Context Awareness
Artur Lugmayr
Tampere University of Technology (TUT), Finland

Usability of Intelligent Systems, User-Adaptive Systems and Intelligent User Interfaces, User-Centred Design of Systems Based on Semantic
Anthony Jameson
DFKI, Germany

Multimedia Content Analysis, Social Signal Processing
Alessandro Vinciarelli
IDIAP, Switzerland
Glasgow University, UK

Context Aware Middleware, Mobile Mixed Reality Interaction, 3D Modelling in AR/VR, Multimodal Interaction
Pedro Santos
Fraunhofer IGD, Germany

Ubiquitous Computing, Smart Environments, Adaptive User Interfaces, Usability and Interaction
Oscar Mayora
CREATE-NET, Trento, Italy

Ambient Intelligence, AAL, Smart Homes, Behaviour recognition
Juan Carlos Augusto
University of Ulster, UK

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