The 10th Irish Conference on Game Based Learning (iGBL), will take place in the Clayton Hotel in Cork again, on the 25th and 26th of June 2020.

Formerly the Irish Symposium on Game-Based Learning, it provides a forum for all stakeholders interested in exchanging ideas, projects, and best practice on the use of games and game-based approaches to support motivation, learning, and change.

Contributions are welcomed from a wide range of topics and may be research or practitioner-based. Researchers from all countries and backgrounds are invited to submit.

iGBL was created as a symposium and an opportunity to share ideas on how games can be used to teach, train and promote change in both formal and informal learning environments. The conference includes a mix of academic presentations, practical workshops, digital and non-digital games demos, along with plenty of opportunities to network.

 

 

Themes for the conference

The symposium will include (but is not restricted to) the following topics:

*Pedagogy, Educational and Social issues
Pedagogical/learning theories for game-based learning
Evaluation of game-based learning
Assessment in game-based learning
Integrating games into the curriculum
Games to teach arts, science, or business
Social and collaborative aspects of game-based learning
Multi-modal aspects of game-based learning (e.g. audio, augmented reality, virtual reality, etc)
Motivational aspects of game-based learning
Gender/age/cultural issues
Ethical concerns of game-based learning (e.g. young children, adolescents, etc)
Achieving sustainable impact with game-based learning

*Gamification and Serious Games
Serious games and gamification in different sectors (e.g., primary, secondary and higher education, corporate learning, training)
Gamification within the industry and at the customer interface
Organizational issues when implementing games

*Creative Issues in Game Development
Designing games for learning
Best practices in game development
Alternative controls/ interfaces for games
Technologies, tools and platforms for developing games for learning
Technologies for mobile and multi-user games for learning
Prototyping and/or playtesting
Narrative/role-playing in game-based learning
Developing characters & animations for learning games

*Virtual and Augmented Reality for Training and Learning
Designing Serious games based on AR/VR
Immersive learning experiences
Virtual Worlds for Learning
Geo-based gamified apps

*Human Computer Interaction (HCI) & Audio
User Interface and User Experience in games
User-Centered  Game-Based Learning
Designing audio games for learning and training
Audio devices and design for game-based learning
Virtual Worlds for Learning
Geo-based gamified apps
Adaptive Design

*Non-Digital Game-based  Learning
Board games for education and motivation
Trading card games to learn and teach
Simulation and draw games for education and motivation
Educational games based on physical activities

Types of Submissions

Research-based submissions may include theoretical (e.g., literature review, theoretical frameworks, or systematic reviews) and/or empirical studies employing qualitative or quantitative methods. These can consist of completed research projects or works-in-progress. There are categories also for research students, so that you can obtain feedback on your work, regardless of where you are at in the research process (e.g., research proposal, data collection, or close to completion). The idea here is to give you the chance to talk about your work or project(s). You will also have the opportunity to submit a poster. The best 7 research papers/presentations will be shortlisted to be published in the International Journal of Game-Based Learning.

Practitioner-based submissions may include presentations that describe how game-based approaches have been employed to teach, train or promote change with no specific associated research required. For example, you may have used games in your classroom or for your company, and you would like to take the opportunity to share your experience and insights with like-minded people by delivering a presentation that explains what you have applied/used and how it worked for you. The emphasis for this format is to share practical information rather than research results.

Proposals for workshops and interactive posters are also invited. Workshops would typically be practical and last between 1 and 2 hours. The idea here is to provide participants with skills that they can apply straight away in their context (e.g., at home, in the classroom or at a company). These workshops need to be related to the theme of games, learning and/or motivation.

Proposals for game demos: if you have created a game which purpose is to promote change, learning or motivation, you can submit a short abstract. Once accepted, you will be able to showcase your game at the conference and to be in for a chance to win a prize.
Submission of interest to attend the student summer school.
Submission of interest to take part in the game jam.

There will be cash prizes (€50 per presentation) for each of the following categories: best presentation overall and best game demo.

Submitting an Abstract

The earlier the abstract is submitted, the earlier you will receive your notification:

Authors who submitted their abstract(s) by 22nd January will be notified on whether their abstract has been accepted by 22nd February.
Authors who submitted their abstract(s) after 22nd February will be notified on whether their abstract has been accepted by 22nd March.

Important Dates

25th of February: Abstract submission deadline.
22nd of March: Notification of abstract acceptance.
25th March: Successful abstracts are invited to submit an extended abstract (i.e., paper to be published in the conference proceedings).
12th of April: Registration deadline for authors.
12th April: Submission of extended abstracts (i.e., research papers).
22nd April: Notification of acceptance of extended papers.

See http://www.igbl-conference.com/cfp/