Track 4. Digital Game and Intelligent Toy Enhanced Learning (DIGITEL)

Track Program Chairs

  • Ahmed TLILI, Beijing Normal University, China [coordinator]
  • Baltasar FERNANDEZ-MANJON, Universidad Complutense de Madrid, Spain
  • Isabela GASPARINI, Santa Catarina State University, Brazil

Track description and topics of interest

Toys, robots, 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 practices for better learning outcomes in several subjects and to foster collaborative learning tasks. Additionally, the rapid advance of emerging technologies, including Artificial Intelligence (AI), Generative AI, and metaverse, has reshaped the ways of designing toys, robots, and games in education, as well as their instructional approaches and educational objectives. For instance, GenAI supports developing more dynamic educational games that provide personalized learning experiences to learners according to their game experiences and interactions. Mobile, metaverse, and VR/AR technologies are now making game-based learning immersive by merging both the virtual and the physical learning environment together. Not only that, but in addition to learning, game-based learning is now being used to overcome the limitations of traditional surveys by providing new ways of implicitly assessing learners’ skills, individual differences and knowledge based on their generated massive gaming interactions, i.e., Game Learning Analytics (GLA). 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:

  • Generative AI-based educational games
  • Assessment in Games and Virtual Worlds
  • Edutainment
  • Educational applications of Metaverses
  • Educational games for people with disabilities
  • Game Learning Analytics
  • 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
  • o Speech recognition and synthesis, Artificial Intelligence (AI), Internet of Things (IoT) or sensors-based educational games
  • Stealth Assess
  • Tangible and physical computing for learning
  • Virtual and augmented game-based learning

Track Program Committee

  • TBA