Guest Editors

Teresa Roselli, University of Bari, Italy 

Veronica Rossano, University of of Bari, Italy

Important dates
July, 20th 2015 Initial manuscripts due
August 31st 2015 Notification and Review Comments
September, 15th 2015 Camera Ready manuscript due
September, 2015 Special Issue published

The effectiveness of the learning by doing and the game based learning approaches have been largely documented in the literature. Recently, new terms such as Serious Game and Gamification are becoming more common to indicate the inclusion of game mechanics in non-leisure contexts, as pointed out in the Horizon 2020 Work Programme. In particular, "Gamification" refers to the use of game elements (mechanics, dynamics, and frameworks) to improve user experience and user engagement into domains like education, marketing, politics, health, fitness, and so on.

The special issue focuses on the challenges and opportunities that gamification and serious game present for the educational processes. The papers should describe multidisciplinary research experimentations and collaboration on advanced digital gaming technologies and components (including game engines, emergent narrative, virtual characters, interaction systems and alternative human-machine interfaces, 3D, textures, models for simulations, game design, learner profiles, emotional models, etc.) produced by and for the traditional digital game industry but applied into education context. Application scenarios will focus on learning and skills acquisition in formal and informal education.

The objective of this special issue is to bring actual theoretical and applied researches in the fields of gamification and serious game in education.

Topics of interest include but are not limited to:
  • Game mechanics and dynamics for learning
    Gamification methodology and processes in education
    Strategies and tools for gamification and serious game in education
    Cost and benefits of gamification and serious game in education
    Human cognition and performance related to gamification
    Gamified learning and training
    Legal and ethical issues of gamification
    Serious games-based smart e-learning
    Best practices and case studies on gamification and serious game
    Smart gamification (fusion of smart technology and serious games)
    Use of gamification and serious game for education in: e-health, marketing, politics, fitness, etc.
    Human computer interaction in game design
    User engagement and motivational factors of gamification and serious game

All submitted papers will be subject to a selection mechanism based on a double blind review.


Language: all contributions/papers must be written in English
Author Guidelines

The Journal of e-Learning and Knowledge Society (Je-LKS) (eISSN 1971-8829) is published by the Italian Society of e-Learning since 2005 and in 2014 has published its tenth volume, consisting of three numbers (their output is four months). Je-LKS is indexed, among other things, on AACE-EdITLib, Scopus, Elsevier, DOAJ, IET Inspec, CiteFactor and in 2014 reached a h-index of 15 (Publish or Perish based on Google Scholar database).