Track Program Chairs

Track description and topics of interest

Toy, robot and game technologies have attracted learners’ attention, since they provide highly interactive and immersive learning experiences. Therefore, several researchers have adopted them in their teaching processes for better learning outcomes (in STEAM, language learning, etc.) and to foster collaborative learning tasks. Additionally, the rapid advance of emerging technologies have reshaped the ways of designing toys, robots and games in education, as well as their objectives. For instance, mobile and VR/AR technologies are now making game-based learning immersive by merging both the virtual and the physical learning environment together. Further, Artificial Intelligence (AI) have made game-based learning intelligent by designing personalized learning-playing experiences according to learners’ individual differences and profiles. Not only that, but in addition to learning, game-based learning is now being used to overcome the limitations of traditional surveys and provide new ways of implicitly assessing learners’ skills, individual differences and knowledge based on their generated massive gaming interactions. Besides, to make traditional learning environments as highly engaging as games, researchers have tried to make these learning environments gamified (i.e., look like games) by redesigning, and implementing various game elements (e.g., points, badges, leaderboard, virtual item and currency, achievements, etc.) into existing learning, educational, teaching and assessment systems.

This track aims at providing researchers a platform to share and discuss innovative and advanced design, learning and assessment technologies utilizing toys, robots, and games. It welcomes submissions in topics including, but not limited to:

  • Assessment in Games and Virtual Worlds
  • Edutainment
  • Educational applications of Metaverses
  • Educational games for people with disabilities
  • Game Analytics
  • Game Interface Design, Gameful Design, Game Usability, Player experience and Game User Experience Evaluation
  • Game User Research
  • Gamification of learning applications and platforms
  • Educational gamification systems
  • Educational robots & toys
  • Innovative interaction in Games
  • Languages, Thinking Skills, Meta-cognitive Skills, Cognitive Skills, and STE(A)M
  • Learning Analytics in Educational Games
  • Mobile games
  • Natural and gestural user interface applications (include computer and video games)
  • Serious games
  • Simulation and training (skill, competence, vocational learning)
  • Smart City learning
  • Speech recognition and synthesis, Artificial Intelligence (AI), Internet of Things (IoT) or sensors
  • Stealth Assess
  • Tangible and physical computing for learning
  • Virtual and augmented learning environments

Track Program Committee

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