Games and Learning Alliance conference

GALA conf 2019


Education



We are seeking original contributions that advance the state of the art in the technologies and knowledge available to support development and deployment of serious games (SG). Experimental studies are strongly encouraged.
Please refer also to the Aims and scope section and also check the workshop pages, that will have different CFPs.
Submit a contribution to https://easychair.org/conferences/?conf=gala2019
Potential topics include, but are not limited to:
Technology track:
* Human-Computer Interaction for SGs (hardware, software)
* Modeling and simulation
* Learner performance modeling, assessment (stealth, formative, summative) and feedback
* Learning analytics
* Adaptivity
* Artificial intelligence and machine learning for SGs
* Big data for SGs
* Neuro-scientific principles, experiments and applications
* Computing architectures for SGs
* Technological support for collaborative games
* Immersiveness and multimedia experiences
* Augmented and virtual reality
* Computer Graphics & Visual Effects
* Emotions and Affective Interaction
* Interactive narrative and digital storytelling
* Procedural content generation
* Smart toys for learning
* Efficient development tools
* Social computing
* Support for gamification
* Security & privacy
* Interoperability and standards
* Quality of service for SGs
Cognitive Science track:
* Cognitive processing in an SG
* SG for Cognitive disorders
* Cognitive Architecture in SG design and development
* Neuroscience in SG
Pedagogical foundations track:
* Pedagogical theories and their applications in the field of serious games
* User modelling
* Methodologies and principles for serious games user assessment
* Support for educators and trainers
* Pedagogical principles of gamification
* Support higher-order thinking through serious games
Serious Game design track:
* Mapping pedagogical goals, outcomes and principles into serious game mechanics
* SG mechanics
* Gamification design
* Design of score, rewards, achievements, and related interfaces
* Ubiquitous/pervasive gaming
* Support for educators and trainers
* Balancing realism, engagement, learning and entertainment
* Collaboration and cooperation
Application track:
* Case studies on developing/deploying serious games in application domains such as business, management, entrepreneurship, environment, cultural heritage, health, fitness, sport, smart buildings, humanities, engineering, manufacturing, security, safety, ethics, etc.
* User studies applying serious games in formal education
* User studies applying serious games in training (professional, corporate and executive training, skill development and other workforce programs)
* User studies of applying serious games in the above domains, studying effectiveness for learning/training
* Understanding how, when, with whom, for what to use serious games
* Gamification in various application domains
* Verification of learning transfer
* Study of the long-term impact
* Assessing personal abilities through serious games
* Usability studies
Industrial track:
* Serious games market studies
* Business models for serious games
* Pervasive gaming
* Mobile gaming
* Gamification
* Products to support serious games development and deployment
Authors must follow a format according to the Springer LNCS template, that can be downloaded in word ( ftp://ftp.springernature.com/cs-proceeding/llncs/word/splnproc1703.zip ) or LATEX ( ftp://ftp.springernature.com/cs-proceeding/llncs/llncs2e.zip )
The maximum length for full papers is 10 pages.
The accepted articles will be published on Springer LNCS.
A dedicated special issue with an upgraded version of the best papers of the conference will be published on The International Journal of Serious Games.
Important dates:
* Paper submissions due: 14 June 2019
* Accepted papers decided: 19 august 2019
* Camera-ready papers due: 13 September 2019