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.
International Conference on Gamification and Game-Based Learning
aims to bring together leading academic scientists, researchers and research scholars to exchange and share their experiences and research results on all aspects of
Gamification and Game-Based Learning.
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 Gamification and Game-Based Learning.
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Also, high quality research contributions describing original and unpublished results of conceptual, constructive, empirical, experimental, or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 Gamification and Game-Based Learning 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,
BASE,
WorldCAT,
Sherpa/RoMEO,
and other index databases. Impact Factor Indicators.
Special Journal Issues
19. International Conference on Gamification and Game-Based Learning has teamed up with the Special Journal Issue on
Gamification and Game-Based Learning.
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
-
Dental Students’ Attitude towards Problem-Based Learning before and after Implementing 3D Electronic Dental Models
Hai Ming Wong, Kuen Wai Ma, Lavender Yu Xin Yang, Yanqi Yang
-
A Study on the Application of Machine Learning and Deep Learning Techniques for Skin Cancer Detection
Hritwik Ghosh, Irfan Sadiq Rahat, Sachi Nandan Mohanty, J. V. R. Ravindra, Abdus Sobur
-
Using Historical Data for Stock Prediction of a Tech Company
Sofia Stoica
-
A Case Study on How Outreach Programmes Form and Develop the Biomedical Engineering Community in Hong Kong
Sum Lau, Wing Chung Cleo Lau, Wing Yan Chu, Long Ching Ip, Wan Yin Lo, Jo Long Sam Yau, Ka Ho Hui, Sze Yi Mak
-
Identifying Autism Spectrum Disorder Using Optimization-Based Clustering
Sharifah Mousli, Sona Taheri, Jiayuan He
-
Bridge Health Monitoring: A Review
Mohammad Bakhshandeh
-
RV-YOLOX: Object Detection on Inland Waterways Based on Optimized YOLOX through Fusion of Vision and 3+1D Millimeter Wave Radar
Zixian Zhang, Shanliang Yao, Zile Huang, Zhaodong Wu, Xiaohui Zhu, Yong Yue, Jieming Ma
-
Climate Change in Albania and Its Effect on Cereal Yield
L. Basha, E. Gjika
-
A Text Classification Approach Based on Natural Language Processing and Machine Learning Techniques
Rim Messaoudi, Nogaye-Gueye Gning, François Azelart
-
Attention Multiple Instance Learning for Cancer Tissue Classification in Digital Histopathology Images
Afaf Alharbi, Qianni Zhang
-
Safe and Efficient Deep Reinforcement Learning Control Model: A Hydroponics Case Study
Almutasim Billa A. Alanazi, Hal S. Tharp
-
PredictionSCMS: The Implementation of an AI-Powered Supply Chain Management System
Ioannis Andrianakis, Vasileios Gkatas, Nikos Eleftheriadis, Alexios Ellinidis, Ermioni Avramidou
-
Studying Efficiency of Digital Technology Facilitated Assessment Techniques in Higher Education
B. Ferdousi
-
Learning and Practicing Assessment in a Pre-service Teacher Education Program: Comparative Perspective of UK and Pakistani Universities
Malik Ghulam Behlol, Alison Fox, Faiza Masood, Sabiha Arshad
-
Accelerating Quantum Chemistry Calculations: Machine Learning for Efficient Evaluation of Electron-Repulsion Integrals
Nishant Rodrigues, Nicole Spanedda, Chilukuri K. Mohan, Arindam Chakraborty
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.
Game-based learning
Development of non-technical skills/meta-cognitive skills
Learning scenarios based on virtual worlds
Project based learning
Game-based learning arrangements
Tools for developing game-based learning applications
Game-based learning in education and training
Technology and implementation issues associated with the development of game-based learning
Use of mobile and MMOGs for learning
Pedagogical issues associated with game-based learning
Social and ethical issues in game-based learning
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
Motivational aspects of game-based learning
Gender/age/cultural issues
Ethical concerns of game-based learning
Achieving sustainable impact with game-based learning
Serious games and gamification in different sectors
Gamification within the industry and at the customer interface
Organizational issues when implementing games
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
User interface and user experience in games
Narrative/role-playing in game-based learning
Developing characters and animations for learning games
Abstracts/Full-Text Paper Submission Deadline |
|
November 28, 2024 |
Notification of Acceptance/Rejection |
|
December 12, 2024 |
Final Paper (Camera Ready) Submission & Early Bird Registration Deadline |
|
April 23, 2025 |
Conference Dates |
|
May 22-23, 2025 |