International Journal of Game-Based Learning
Scope & Guideline
Transforming Education Through Playful Innovation
Introduction
Aims and Scopes
- Game-Based Learning Methodologies:
The journal emphasizes the development and implementation of various game-based learning methodologies, including serious games, gamification, and digital game-based learning, to enhance educational experiences. - Educational Outcomes and Assessment:
Research published in the journal often investigates the impact of game-based learning on educational outcomes, including cognitive, emotional, and social dimensions of learning, providing evidence-based assessments of effectiveness. - Interdisciplinary Approaches:
The journal encourages interdisciplinary research that combines insights from education, psychology, technology, and game design to inform the development and application of game-based learning. - Innovative Educational Tools:
It highlights innovative tools and technologies, such as mobile games, escape rooms, and immersive environments, that promote engagement and motivation among learners. - Targeted Learning Populations:
The journal addresses diverse learner populations, including pre-service teachers, students with intellectual disabilities, and employees in various industries, focusing on tailored game-based learning strategies.
Trending and Emerging
- Neurotechnology in Game-Based Learning:
Recent studies are increasingly utilizing neurotechnological approaches to analyze the cognitive effects of game-based learning, highlighting a trend towards understanding brain activity in educational contexts. - Hybrid Learning Environments:
The rise of hybrid learning environments, such as escape rooms and sandbox games, indicates a growing interest in collaborative and immersive educational experiences that blend physical and digital elements. - Mobile and Cross-Cultural Learning:
There is a notable trend towards mobile game-based learning and its application in cross-cultural contexts, addressing the need for adaptable educational tools in diverse learning environments. - Gamification and Personalization:
Research focusing on the personalization of gamification strategies to cater to different learner profiles is emerging, emphasizing the importance of tailored educational experiences. - Social and Emotional Learning through Games:
Increasingly, studies are exploring the role of games in promoting social and emotional learning, addressing how game mechanics can foster collaboration, empathy, and critical thinking among learners.
Declining or Waning
- Traditional Educational Methods:
There seems to be a declining interest in research that compares traditional educational methods with game-based learning, as more focus shifts towards innovative and hybrid approaches. - General Gamification Studies:
Research specifically focusing on general gamification without a strong educational context appears to be waning, with a trend towards more specific applications of gamification in particular subjects or contexts. - Historical Perspectives on Gaming in Education:
There is a noticeable decrease in papers that explore the historical context of gaming in education, suggesting a shift towards current applications and future-oriented research. - Standalone Educational Games:
The journal has seen fewer studies on standalone educational games without integration into broader pedagogical frameworks, indicating a movement towards integrated approaches that combine various elements of game-based learning.
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