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W04 Workshop of Digital Game-based Learning and Gamification Teaching Strategies in Key Competencies Education

1. Workshop Theme

The theme of this workshop is: Digital Game-based Learning and Gamification Teaching Strategies in Key Competencies Education. This includes the use or design of digital educational games, as well as the use of technology and gamification mechanisms in the cultivation of key competencies (including communication, coordination, decision-making, planning, problem solving, and a variety of life skills and workplace competencies, etc.) of the theoretical framework, the demonstration of games, and the presentation of relevant empirical research or experience cases. The format will be a mix of workshop oral presentations and poster presentations. In addition to scholars and experts, we also welcome submissions from business organizations and education related industries.

2. Language: Chinese  

3. Workshop content and motivation

In the international education innovation in recent years, the use of digital educational games for game-based learning or game-based teaching activities with digital technology has become an important research and application area for innovative teaching or flipped classroom. Digital game-based learning emphasizes the design and use of digital educational games to support teaching and learning, while gamification emphasizes the use of important game mechanisms and elements (e.g., points, badges, interactive design) to turn the entire teaching activity into a game.

Critical literacy and key Competencies is also a global trend in school education and corporate education and training. Games not only help to enhance learning motivation and learning effectiveness in subject teaching, but are also suitable for cultivating important critical literacy and key competencies (including communication, coordination, decision-making, planning, problem solving, and a variety of life skills and professional competencies in the workplace, etc.) through games. Currently, there are many game-related researches, however, the in-depth application of the research results to critical competency education has yet to be analyzed and explored. This workshop seeks research, experience sharing and case presentations on the use or design of digital educational games, as well as the use of technology with the mechanism of curriculum gamification in Key Competencies education activities (including literacy teaching in any academic system and workplace education training in business organizations), in order to promote community interaction on the use of games in critical education among Chinese people around the world.

The conference will promote the concepts, theoretical frameworks, and tools of game design for critical education among international Chinese researchers and organizations through paper presentations, game demonstrations, experiences, and discussions. We look forward to inviting interested researchers, enterprises, schools, teaching institutions or teachers to participate in this event, and to solicit and facilitate more industry-academia collaboration and research cooperation.

4. Call for Workshop Papers

The workshop on " Digital Game-based Learning and Gamification Teaching Strategies in Key Competencies Education" will be held on June 1-5, 2024 in Sichuan, China. The workshop will invite oral presentations and poster presentations on the application of game-based learning and gamification activities to key competencies (e.g., communication, coordination, decision-making, planning, problem solving, and various life skills and professional competencies in the workplace), and the objectives and scope of the call are as follows.

Games not only help to enhance learning motivation and learning effectiveness in academic subjects, but also are suitable for cultivating important key competencies (including communication, coordination, decision-making, planning, problem solving, and various life skills and professional competencies in the workplace, etc.) through games. Currently, there are many game-related educational researches, however, the in-depth application of the research results to key competencies education has yet to be analyzed and explored. This workshop seeks research, experience sharing and case presentations on the use or design of digital educational games, as well as the use of technology with the mechanism of curriculum gamification in critical education activities (including literacy teaching in any academic system and workplace education training in business organizations), in order to promote community interaction on the use of games in key competencies education among Chinese people around the world.

   The conference will promote the concepts, theoretical frameworks, and tools of game design for key competencies education among international Chinese researchers and organizations through paper presentations, game sharing, experiences, and discussions. We hope to invite interested researchers, enterprises, schools, education institutions or teachers to share their ideas about the use of game-based learning and gamified activities in key competencies education, which will include the use of game-based learning in key competencies, the development of key competencies educational games, key competencies game-based lesson plan design, and practical application of various topics. The workshop will last for half a day and will consist of paper presentations and discussions, as well as live demonstrations of games, with the aim of mutual play, exchange and interaction.


The following topics are solicited for the workshop, but are not limited to these topics.

  • Review, Theory and Trend Analysis of Game-based Learning or Gamification in key competencies Education

  • Development of Educational Games for Teaching key competencies (e.g. Communication, Coordination, Decision Making, Planning, Problem Solving, and Various Life Skills and Professional Competencies in the Workplace, etc.)

  • Case studies on the use of games in key competencies education.

  • Game-based Learning key competencies Teaching Activities and Lesson Plan Designs

  • Technological Application of Game-based key competencies Learning Teaching Activities

  • Empirical Analysis of key competencies Game-based Learning Activities or Gamified Teaching Activities

  • An Exploration of the Journey of key competencies Game-based Learning Activities or Gamified Teaching Activities

  • Student Feedbacks on key competencies Game-Based Learning Activities or Gamified Teaching Activities

  • Interface Design of Critical Digital Educational key competencies Games

  • Integration of key competencies Digital Educational Games with Physical Games (or Table Games)

  • Teacher Community Management for key competencies Game-based Learning Activities or Gamified Teaching Activities

Important dates are listed below:

  • Workshop Paper Submission Deadline: March 25, 2024

  • Notification of Workshop Paper Review Results: April 8, 2024

  • Deadline for finalizing workshop papers: April 22, 2024

  • Deadline for author registration of workshop papers: April 30, 2024

Please send your manuscripts to the special mailbox by 3/25: ntustmeg@mail.ntust.edu.tw

Please prepare your paper according to the format announced in the conference announcement, and refer to the sample paper format.

Please indicate the type of paper you are submitting.

1. Oral presentation: 8 pages for long papers and 4 pages for short papers.

2. Poster presentation (to be displayed on-site during the presentation period): 2 pages.

The workshop program is estimated to be three hours long and will include the following procedures.

(1) Workshop Introduction

(2) Oral Presentation Session

(3) Poster game demonstration session

(4) General Forum Discussion

5. Workshop Chairs

58355


Prof. Huei-Tse Hou

Distinguished Professor,

Graduate Institute of Applied Science and Technology,

National Taiwan University of Science and Technology

4568


Prof. Feng-Kuang Chiang

Professor, Vice Dean and professor, School of Education

Founding director of the Center for Future Education (CFE) at

Shanghai Jiao Tong University (SJTU)

A358


Prof. Shu-Ming Wang

Professor, Department of Information Management,

Chinese Culture University

6.Workshop Program Committee (Invitations are being invited and the official list will be announced on the website)

Prof. Huei-Tse Hou, National Taiwan University of Science and Technology

Prof. Feng-Kuang Chiang, Shanghai Jiao Tong University

Prof. Shu-Ming Wang, Chinese Culture University

Prof. Ping-Lin Fan, Taipei National University of Education

Prof. Pei-Shan Tsai, Taipei University of Technology

Prof. Ming-Fong Jan, National Central University

Prof. Sheng-Yi Wu, Pingtung University

Prof. Jerry Chih-Yuan Sun, National Yang Ming Chiao Tung University

Prof. Sheng-Chih Chen, National Chengchi University

Prof. Siu Yung JONG, The Chinese University of Hong Kong

Prof. Chih-Ming Chu, Yilan University

Prof. Hao-Chiang Koong Lin, Tainan University

Prof. Cheng-Huan Chen, Asia University

Prof. Chung-Yuan Hsu, Pingtung University of Science and Technology

Prof. Joni Tzuchen Tang, National Taiwan University of Science and Technology

Dr. Cheng-Tai Lee, National Taiwan University of Science and Technology

Dr. Yu-Chi Chen, National Taiwan University of Science and Technology