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C3 Joyful Learning, Educational Games, and Digital Toys

With the continuous evolution of internet technology and educational concepts, joyful learning has garnered significant attention. It transforms learning from a mere transmission of knowledge into an experience filled with fun and emotional engagement. Consequently, gamified learning, as a part of joyful learning, has also attracted considerable interest.


In school education, gamified learning, as a teaching method that combines digital media with instructional content, is showing a clear development trend. Gamified learning integrates educational content into corresponding game scenarios, enriching learners' course experiences significantly while meeting their personalized learning needs. This achieves a balance between learners' cognition and emotions. The ongoing development of emerging technologies such as Augmented Reality (AR), Virtual Reality (VR), Large Language Models (LLM), and others enables the assessment of learner behavior and meeting learners' needs, providing a more immersive gamified learning experience.


The focus on the theoretical construction and technological development of gamified learning has gradually become a key area in related research fields. In addition to applications in school education, the innovation and application of gamified learning also play a role in societal development and practical promotion. Gamified learning, built on internet and digital technology, reduces the impact of geographical restrictions, allowing learners from multiple regions to access education resources of equal quality. This promotes the development and dissemination of joyful learning. Furthermore, the development of gamified learning also stimulates related industries, injecting new vitality into the digital entertainment industry. As gamified learning becomes more widespread, industries such as educational game development, virtual reality technology, and artificial intelligence applications thrive, forming a vast industry chain. This not only creates numerous employment opportunities but also attracts more innovative talents to join the field, driving the integration of technology and culture.


In this process, the concept of gamified learning continuously inspires creativity and imagination, propelling the emergence of various innovative educational tools and learning methods. Therefore, this conference not only focuses on the role of gamified learning in school education but also emphasizes the promotion of gamified learning in societal development. The aim is to facilitate in-depth discussions on the practical applications of gamified learning.


Whether considering its impact on the educational process or societal development, gamified learning is a research direction full of potential. In this diverse, personalized, and intelligent learning era, paying attention to the evolution and innovation of gamified learning lays a solid foundation for cultivating creative and adaptable future talents and promoting educational research. In summary, this conference warmly welcomes submissions from individuals worldwide who are interested in the field of joyful learning, encouraging them to share their valuable experiences.


Call for Paper Topics (including but not limited to the following):


- Theoretical research on gamified learning, educational games, or digital toys

- Pattern design for gamified learning, educational games, or digital toys

- System development for gamified learning, educational games, or digital toys

- Content design for gamified learning, educational games, or digital toys

- Process analysis of gamified learning, educational games, or digital toys

- Effectiveness assessment of gamified learning, educational games, or digital toys

- Innovative applications of gamified learning, educational games, or digital toys

- Practical promotion of gamified learning, educational games, or digital toys

- Cross-domain integration of gamified learning, educational games, or digital toys

- Cultivation of competencies through gamified learning, educational games, or digital toys

- Social impact of gamified learning, educational games, or digital toys


Submission Guidelines:


This symposium only accepts full paper submissions (long, short papers, or poster papers) and does not accept abstract submissions. The conference adopts a double-blind review system, meaning that the author's and reviewer's names are kept confidential during the anonymous review process. Therefore, during the paper submission phase, authors need to remove all author information from the paper (including the title, main text, and references). After the paper is accepted, the final version submitted for publication must include relevant author information.


Starting from 2020, the nine sub-conferences of GCCCE will only collect Chinese papers. Therefore, papers submitted to this sub-conference must be written in Chinese (long papers: eight pages, short papers: four pages, poster papers: two pages). Chinese papers should provide titles, abstracts, and keywords in both Chinese and English, and the full text should be uploaded in PDF format to the conference website: https://easychair.org/conferences/?conf=gccce2024. Please refer to the conference paper format example for paper preparation. Note that all English papers, regardless of the topic, should be submitted to the "English Paper Track."


Once a paper is accepted, at least one author must register and attend to present the paper.


Sub-Conference Agenda Committee


Sub-Conference Executive Chair:

- Shang Junjie, Peking University


Sub-Conference Vice Executive Chairs:

- Morris Jong, The Chinese University of Hong Kong

- Wu Shengyi, Pingtung University

- Zhang Lu, Beijing University of Posts and Telecommunications


Agenda Committee Members (Listed in alphabetical order):

- Huang Lu, Hangzhou Normal University

- Huang Chi-fang, National Taiwan Normal University

- Huang Wendan, Guilin University of Electronic Technology

- Chang Chia-Jung, Yuan Ze University  

- Chien Tzu-Chao, Tzu Chi University of Science and Technology

- Chu ChihMing, National Ilan University

- Li Xiuhang, Huazhong Normal University

- Liao Chang-yen, National Central University

- Lin Yi-lung, Tamkang University

- Liu Sa, Harrisburg University

- Lo Jia-Jiunn, Chung Hua University

- Pei Leisi, The University of Hong Kong

- Qu Xianmei, Zhejiang Open University

- Wang Ya-ling, National Taiwan Normal University

- Wang Yiwen, Beijing Normal University

- Wang Zhenhan, National Central University

- Wei Ran, Peking University

- Wei Ting, Nanjing Xiaozhuang University

- Wu Wen-Chuan, National Ilan University

- Xia Qi, The Chinese University of Hong Kong

- Yang Fu-yu, Chang Gung University of Science and Technology

- Yeh Yen-Cheng, National Central University

- Zhang Wan-Chen, National Tsing Hua University

- Zhao Yongle, Honghe University

- Zhu Yun, Shanghai Theatre Academy