Special Session on Gamification on Computer Programming Learning (ins)

Thursday  2 May  2019  8:00 AM    Friday  3 May  2019 5:00 PM
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Special Session on Gamification on Computer Programming Learning - GonCPL 2019


2 - 4 May, 2019 - Heraklion, Crete, Greece

Within the 11th International Conference on Computer Supported Education - CSEDU 2019

SCOPE

The Special Session in Gamification on Computer Programming Learning (GonCPL) aims to bring researchers and practitioners working in innovative approaches using gamification in the learning process.

On the last years, gamification has studied in various contexts, such as marketing, health, sports and education. According to literature, gamification integrates “elements of game design in non-game context”, with the objective of increasing users’ engagement in certain activities.

Gamification are attracting a growing interest among the main actors that take part in the learning-teaching process and are highly considered among other educational approaches.

Some authors indicate that gamification may play an important role in the learning process, by the ability of overcoming difficulties of some topics and by motivating and engagement students in subjects that are considered less interesting, but that are undeniable important.

Gamification in education has received enormous attention in these last years, both of researchers and educators. However, the knowledge about the effect of gamification on students’ performance is still scarce. On the other hand, the gamification integration on educational information systems should follow a formal and clear design process, however these gamification design processes for specific contexts are not still defined.

GonCPL encourages authors to submit papers describing original work based on diverse perspectives related to gamification use in Education.

TOPICS
Authors are welcome to submit papers, discuss theory or research issues, demonstrate tools:

  • Gamification in Education

  • Gamification on online computer programming courses

  • Gamification framework

  • Programming Learning Tools

  • Gamification Design Process

  • Game-based Learning

  • Serious Games

  • Educational Games

  • Others considered relevant to this area

IMPORTANT DATES
Paper Submission: March 6, 2019 (extended) (extended)
Authors Notification: March 15, 2019
Camera Ready and Registration: March 25, 2019

SPECIAL SESSION PROGRAM COMMITTEE

José Palma, Escola Superior de Tecnologia de Setúbal, Portugal

Additional information

SCOPE

CSEDU 2019, the International Conference on Computer Supported Education, is a yearly meeting place for presenting and discussing new educational tools and environments, best practices and case studies on innovative technology-based learning strategies, and institutional policies on computer supported education including open and distance education. CSEDU 2019 will provide an overview of current technologies as well as upcoming trends, and promote discussion about the pedagogical potential of new educational technologies in the academic and corporate world. CSEDU seeks papers and posters describing research work; academic or business case-studies; or advanced prototypes, systems, tools, and techniques. Full research reports (regular papers) and work-in-progress reports (position papers) are welcome, as well as general survey papers discussing future directions. Suggested topics are listed below in the section, “Conference Areas.” All papers must describe original work not previously published or submitted to another conference. Acceptance will be based on quality, relevance, and originality. Accepted papers, presented at the conference by one or more of the authors, will be published in the Proceedings of CSEDU under an ISBN and indexed by major indexes. Special sessions dedicated to case-studies and commercial presentations, as well as tutorials dedicated to technical/scientific topics, are also envisaged. Companies interested in presenting their products/methodologies or researchers interested in holding a tutorial, workshop, or special session are invited to contact the conference secretariat or visit the conference website.

CONFERENCE AREAS

Each of these topic areas is expanded below but the sub-topics list is not exhaustive. Papers may address one or more of the listed sub-topics, although authors should not feel limited by them. Unlisted but related sub-topics are also acceptable, provided they fit in one of the following main topic areas:
1. ARTIFICIAL INTELLIGENCE IN EDUCATION
2. DOMAIN APPLICATIONS AND CASE STUDIES
3. INFORMATION TECHNOLOGIES SUPPORTING LEARNING
4. LEARNING/TEACHING METHODOLOGIES AND ASSESSMENT
5. SOCIAL CONTEXT AND LEARNING ENVIRONMENTS
6. UBIQUITOUS LEARNING

AREA 1: ARTIFICIAL INTELLIGENCE IN EDUCATION

Adaptive Educational Systems
Intelligent Teacher Dashboards
Intelligent Modelling
Authoring Tools for Intelligent Tutoring Systems
Learning with AI Systems
Agent-Based Learning Environments
Architectures for AI-based Educational Systems
Gamification for Learning

AREA 2: DOMAIN APPLICATIONS AND CASE STUDIES

eLearning Case Studies
Health Sector Applications
Intelligent Learning and Teaching Systems
Pre-K/K-12 Education

AREA 3: INFORMATION TECHNOLOGIES SUPPORTING LEARNING

Authoring Tools and Content Development
Virtual and Augmented Learning Environments
Synchronous and Asynchronous Learning
Educational Data Mining
Classroom Management
eLearning Hardware and Software
eLearning Platforms, Portals
Tools for Educational Communication and Collaboration
Intelligent Tutoring Systems
Learning Analytics

AREA 4: LEARNING/TEACHING METHODOLOGIES AND ASSESSMENT

Tools to Assess Learning
Instructional Design
Mentoring and Tutoring
Metrics and Performance Measurement
Project Based Learning and Engineering Education
Blended Learning
Faculty Development
Game-Based and Simulation-Based Learning
Higher Order Thinking Skills
Immersive Learning
Flipped Classroom

AREA 5: SOCIAL CONTEXT AND LEARNING ENVIRONMENTS

Assessment and Accreditation of Courses and Institutions
Lifelong Learning: Continuing Professional Training and Development
Theoretical Bases of eLearning Environments
Social Computing for Learning and Knowledge Sharing
Computer-Supported Collaborative Learning
Community Building
Vocational Training
Course Design and eLearning Curriculae
Active Learning
Constructivism and Social Constructivism

AREA 6: UBIQUITOUS LEARNING

Universal Design for Learning
Cloud-Based Learning and Assessment
Context Dependent Learning
Distance Education
Mobile Learning (M-Learning)
Virtual Labs and Virtual Classrooms
Massive Open Online Courses

KEYNOTE SPEAKERS
Maria Roussou, University of Athens, Greece
Michael Baker, CNRS, France
Waqar Ahmed, Lincoln University, United Kingdom

Please contact the event manager Marilyn (marilyn.b.turner@nyeventslist.com ) below for:
- Multiple participant discounts
- Price quotations or visa invitation letters
- Payment by alternate channels (PayPal, check, Western Union, wire transfers etc)
- Event sponsorships
NO REFUNDS ALLOWED ON REGISTRATIONS
Service fees included in this listing.
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Nearby hotels and apartments
University of Crete
Voutes Campus, Heraklion, 700, Heraklion, Greece
University of Crete
Voutes Campus, Heraklion, 700, Heraklion, Greece
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