The International Research Conference Aims and Objectives
The International Research Conference is a federated organization dedicated to bringing together a significant number of diverse scholarly events for presentation
within the conference program. Events will run over a span of time during the conference depending on the number and length of the presentations.
With its high quality, it provides an exceptional value for students, academics and industry researchers.
ICEEEG 2021: 15. International Conference on Educational Entertainment and Educational Games
aims to bring together leading academic scientists, researchers and research scholars to exchange and share their experiences and research results on all aspects of
Educational Entertainment and Educational Games.
It also provides a premier interdisciplinary platform for researchers, practitioners and educators to present and discuss the most recent innovations,
trends, and concerns as well as practical challenges encountered and solutions adopted in the fields of Educational Entertainment and Educational Games
Call for Contributions
Prospective authors are kindly encouraged to contribute to and help shape the conference through submissions of their research abstracts, papers and e-posters.
Also, high quality research contributions describing original and unpublished results of conceptual, constructive, empirical, experimental, or
theoretical work in all areas of Educational Entertainment and Educational Games are cordially invited for presentation at the conference.
The conference solicits contributions of abstracts, papers and e-posters that address themes and topics of the conference, including figures, tables and references of
novel research materials.
Guidelines for Authors
Please ensure your submission meets the conference's strict guidelines for accepting scholarly papers.
Downloadable versions of the check list for
Full-Text Papers and
Abstract Papers.
Please refer to the
Paper Submission Guideline,
Abstract Submission Guideline and
Author Information
before submitting your paper.
Conference Proceedings
All submitted conference papers will be blind peer reviewed by three competent reviewers.
The peer-reviewed conference proceedings are indexed in the Open Science Index,
Google Scholar,
Semantic Scholar,
Zenedo,
OpenAIRE,
BASE,
WorldCAT,
Sherpa/RoMEO,
and other index databases. Impact Factor Indicators.
Special Journal Issues
ICEEEG 2021 has teamed up with the Special Journal Issue on
Educational Entertainment and Educational Games.
A number of selected high-impact full text papers will also be considered for the special journal issues.
All submitted papers will have the opportunity to be considered for this Special Journal Issue.
The paper selection will be carried out during the peer review process as well as at the conference presentation stage.
Submitted papers must not be under consideration by any other journal or publication.
The final decision for paper selection will be made based on peer review reports by the Guest Editors and the Editor-in-Chief jointly.
Selected full-text papers will be published online free of charge.
Conference Sponsor and Exhibitor Opportunities
The Conference offers the opportunity to become a conference sponsor or exhibitor.
To participate as a sponsor or exhibitor, please download and complete the
Conference Sponsorship Request Form.
Selected Papers
-
Designing an Adventure: University of Southern California’s Experiment in Using Alternate Reality Games to Educate Students and Inspire Change
Anahita Dalmia
-
A Game-Based Product Modelling Environment for Non-Engineer
Guolong Zhong, Venkatesh Chennam Vijay, Ilias Oraifige
-
Container Chaos: The Impact of a Casual Game on Learning and Behavior
Lori L. Scarlatos, Ryan Courtney
-
Exploring the Potential of Chatbots in Higher Education: A Preliminary Study
S. Studente, S. Ellis, S. F. Garivaldis
-
The Price of Knowledge in the Times of Commodification of Higher Education: A Case Study on the Changing Face of Education
Joanna Peksa, Faith Dillon-Lee
-
An Exploratory Study of the Student’s Learning Experience by Applying Different Tools for e-Learning and e-Teaching
Angel Daniel Muñoz Guzmán
-
The Impact of Gamification on Self-Assessment for English Language Learners in Saudi Arabia
Wala A. Bagunaid, Maram Meccawy, Arwa Allinjawi, Zilal Meccawy
-
Engineering of E-Learning Content Creation: Case Study for African Countries
María-Dolores Afonso-Suárez, Nayra Pumar-Carreras, Juan Ruiz-Alzola
-
A Theory-Based Analysis on Implications of Democracy in Cambodia
Puthsodary Tat
-
Developing a Customizable Serious Game and Its Applicability in the Classroom
Anita Kéri
-
Identifying Game Variables from Students’ Surveys for Prototyping Games for Learning
N. Ismail, O. Thammajinda, U. Thongpanya
-
The Attitude of Second Year Pharmacy Students towards Lectures, Exams and E-Learning
Ahmed T. Alahmar
-
Using Game Engines in Lightning Shielding: The Application of the Rolling Spheres Method on Virtual As-Built Power Substations
Yuri A. Gruber, Matheus Rosendo, Ulisses G. A. Casemiro, Klaus de Geus, Rafael T. Bee
-
Applying Augmented Reality Technology for an E-Learning System
Fetoon K. Algarawi, Wejdan A. Alslamah, Ahlam A. Alhabib, Afnan S. Alfehaid, Dina M. Ibrahim
-
Comparing Test Equating by Item Response Theory and Raw Score Methods with Small Sample Sizes on a Study of the ARTé: Mecenas Learning Game
Steven W. Carruthers
Digital Program consists of the e-proceedings book which is available online-only
and includes the conference communications (proceedings abstracts and papers).
Registered participants can access the digitally available conference
proceedings ( and certificates ) by visiting their profile pages.
Educational entertainment
Edutainment
Gamification
E-learning and games
Game-based learning/training
Game design and development
Game rendering/animations
Game AI and artificial life
Game physics
Game engine
Pervasive gaming
Virtual reality and augmented reality game
Virtual characters/agents in game
Vision and imaging technology in game
Collaborative environments and learning
Storytelling and narrative in education
E-learning platforms and tools
E-learning standards
Education and remote classrooms
Learning resource management
Life long learning
Mobile and online learning
Virtual reality in education/training
Augmented reality in education/training
Multimedia in education/training
Simulation and animation for education/training
Educational robots and toys
Digital museum and digital heritage
Abstracts/Full-Text Paper Submission Deadline |
|
April 15, 2021 |
Notification of Acceptance/Rejection |
|
April 30, 2021 |
Final Paper (Camera Ready) Submission & Early Bird Registration Deadline |
|
May 06, 2021 |
Conference Dates |
|
June 07-08, 2021 |
Sharif Mohammad Shahnewaz Ferdous |
The College of New Jersey, US |
Cindy Corritore |
Creighton University, US |
Maria Lorna Kunnath |
MLAKedusoln eLearnovate, US |
Alexander Libin Libin |
MedStar Health Research Institute, US |
Alexander V. Libin |
Simulation and Training Environment Laboratory, US |
Stella Kuo |
Mount Holyoke College, US |
Ezendu Ariwa |
University of Bedfordshire, UK |
Rasmeh Al Huneiti |
Brunel University, UK |
Zaigham Mahmood |
University of Derby, UK |
Niuma Mohamed |
The Maldives National University, |
Emmanuel Tolorunleke |
Kogi State University, NG |
Gizem Kayar |
Mugla Sitki Kocman University, TR |
Muhammad Said Hasibuan |
Darmajaya Informatics and Business Institute, ID |
Abdul Hafeez |
Bahria University, PK |
Noreena Liu |
University of Southampton, GB |
Yousri Abouelenein |
Damietta University, EG |
Salvador Antelmo Casanova Vaelncia |
Michoacan University of Saint Nicholas of Hidalgo, MX |
Suriakala M. |
Government Arts College for Men, IN |
Mohammed Alshehri |
College of Computer and Information Sciences, Majmaah University, SA |
Hassan A. El-Sabagh |
Umm Al-Qura University, SA |
Nashwa Ismail |
Open University, GB |
Mahesh Ganeshan |
Indira Gandhi National Open University, IN |
Chithra Rajagopal |
KSRangasamy College of Technology, IN |
Dwi Sulisworo |
Universitas Ahmad Dahlan Yogyakarta, ID |
Ofelia Damag |
Tambo Elementary School, PH |
Marine Khizanishvili |
Caucasus International University, GE |
Liliana Vale Costa |
University of Aveiro, PT |
Maria Dolores Afonso Suarez |
Universidad de Las Palmas de Gran Canaria, ES |
Hamzeh Mazaherylaghab |
Hamedan University of Medical Sciences, IR |
Vilas Mahatme |
Kavikulguru Institute of Technology & Science, Ramtek, Dist-Nagpur, India |
Participation Type |
Early Registration Ticket Fees |
Registration Ticket Fees |
Non-Student Oral/Poster Presenter Registration |
€ 450 |
€ 500 |
Student Oral/Poster Presenter Registration |
€ 350 |
€ 400 |
Listener Registration |
€ 250 |
€ 300 |
Additional Paper Publication |
€ 100 |
All conference materials and services will be delivered digitally to the participant with the online conference management system.
Conference registration includes the following digital materials and services:
- e-certificates [for Authors: Certificate of Attendance and Presentation; for Listeners: Certificate of Attendance; for Chairs: Certificate of Attendance and Appreciation; for Presenters: Certificate of Best Presentation (if conferred based appraisal)]
- e-program
- e-book
- e-name badge
- e-receipt
- e-presentation
Presentation Types:
-
Physical presentation is an oral conferencing presentation that is made using digital technology including embedded digital elements ( texts, tables, graphs, or videos ) for PowerPoint sharing.
-
Digital presentation is a digital conferencing presentation that is made using digital technology including embedded digital elements ( texts, tables, graphs, or videos ) for PowerPoint sharing.
Early Bird Registration
Early Bird registration is valid until 2021-05-06 23:59:59
Online Credit Card Processing
Online payment option available for author
and listener delegates.
Conference participants can make online credit card payments for conference registration fees.