International Journal of Game-Based Learning

Scope & Guideline

Revolutionizing Education: Where Gaming Meets Learning

Introduction

Welcome to your portal for understanding International Journal of Game-Based Learning, featuring guidelines for its aims and scope. Our guidelines cover trending and emerging topics, identifying the forefront of research. Additionally, we track declining topics, offering insights into areas experiencing reduced scholarly attention. Key highlights include highly cited topics and recently published papers, curated within these guidelines to assist you in navigating influential academic dialogues.
LanguageEnglish
ISSN2155-6849
PublisherIGI GLOBAL
Support Open AccessNo
CountryUnited States
TypeJournal
Convergefrom 2011 to 2024
AbbreviationINT J GAME-BASED LEA / Int. J. Game-Based Learn.
Frequency4 issues/year
Time To First Decision-
Time To Acceptance-
Acceptance Rate-
Home Page-
Address701 E CHOCOLATE AVE, STE 200, HERSHEY, PA 17033-1240

Aims and Scopes

The International Journal of Game-Based Learning focuses on advancing the understanding and application of game-based learning methodologies in educational contexts. The journal aims to foster innovative educational practices by exploring diverse pedagogical approaches and their impact on learning outcomes.
  1. 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.
  2. 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.
  3. 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.
  4. 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.
  5. 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.
The International Journal of Game-Based Learning has recently seen an emergence of themes that reflect contemporary educational challenges and innovations. This section outlines the key emerging trends and topics that are gaining traction within the journal's publications.
  1. 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.
  2. 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.
  3. 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.
  4. 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.
  5. 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

While the journal has a broad scope, certain themes appear to be losing prominence in recent years. This section identifies those declining areas of focus based on the publication trends observed in recent titles.
  1. 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.
  2. 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.
  3. 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.
  4. 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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