pedronrito

Feb 152020
 

O que é connected learning?
Uma aprendizagem que é construída tendo por base as oportunidades quando ocorrem: interesses comuns, oportunidades e entre os diferentes relacionamentos.

os autores indicam que:
“This report presents a vision for understanding and revitalizing the ways in which we support learning during these changing times. Responding to the interests and needs of young people, researchers, educational practitioners, and policy and technology makers, this report synthesizes a varied set of content and perspectives: empirical research on the changing landscape of new media and learning, design principles, evaluation approaches, learner and case studies oriented to identifying and spreading positive innovations. The authors were part of the Connected Learning Research Network (CLRN), an interdisciplinary group of scholars, designers, and educational practitioners, who collaborated between 2011 and 2019 to study and develop new modes of learning with digital media with the support of the MacArthur Foundation. Our guiding framework is the connected learning approach, first described in a report authored by the CLRN in 2013 (Ito et al. 2013). This report expands and revises key elements of this initial framework and report.”

+infos(oficial): LINK

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Feb 152020
 

Uma lista das conferências acerca de videojogos..

DiGRA (the Digital Games Research Association) +infos(https://digra2020.org/)
Foundations of Digital Games (FDG) +infos(http://fdg2020.org/)
The Irish Conference on Game-Based Learning (iGBL) +infos(http://www.igbl-conference.com/)
PUDCAD Universal Design Education Practice Conference +infos(http://pudcad2020conf.itu.edu.tr/)
Replaying Japan +infos(https://replaying.jp/)

 

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Jan 212020
 

“20ª Conferência da Associação Portuguesa de Sistemas de Informação (APSI), nos dias 16 e 17 de outubro de 2020, na Universidade Portucalense, numa organização conjunta com a Faculdade de Engenharia da Universidade do Porto (FEUP), o Instituto Superior de Engenharia do Porto (ISEP), o Instituto de Contabilidade e Administração do Porto (ISCAP) e a Escola Superior de Gestão e Tecnologias de Felgueiras (ESGTF), em que o tema principal será “Artificialização, Humanização: Os desafios dos Sistemas de Informação na transformação da sociedade”.

Temas:
IS Curriculum and Education
Societal impacts IS & the future of work
IS for a green and sustainable world
Cyber-security, privacy, and ethics of IS
Blockchain, cryptocurrencies, and new business models
Sharing Economy
Human-computers interaction
Design Science
IS Development and Project Management
IT Adoption and use
IT Value
Social Media
IS in Healthcare
E-Government
IS research methods
Human Behavior in IS and Marketing
Data Science and predictive analytics
Business, data, and process modelling
ICT4D
Smart cities
Data Science and Good

Datas importantes:
Prazo para submissão de trabalhos: até 10 de maio de 2020;
Notificação de aceitação/rejeição: até 11 de junho de 2020;
Submissão da versão final: até 08 de julho de 2020.

Regras para a submissão de trabalhos:
As submissões podem ser feitas como artigos de trabalhos completos, artigos de trabalhos em curso e pósters, devendo seguir estritamente as diretrizes de submissão disponíveis na página da conferência (https://capsi2020.apsi.pt/index.php/pt/submissoes-pt/chamada-de-trabalhos).
Cada artigo será revisto no mínimo por dois revisores em double-blind-review. Os trabalhos são submetidos eletronicamente através da plataforma EasyChair, conforme indicado na página da Conferência (https://capsi2020.apsi.pt/index.php/pt/submissoes-pt/submeter-trabalho), até ao dia 10 de maio de 2020.

Serão aceites na Conferência os seguintes tipos de trabalhos:
Artigos de trabalhos completos (full paper): Um artigo completo corresponde a um trabalho de investigação completo ou terminado, incluindo a discussão dos resultados da investigação, contendo entre 4000 a 6000 palavras.
Artigos de trabalhos em curso (research-in-progress paper): Um artigo de trabalho em curso apresenta resultados preliminares de um trabalho de investigação em curso, devendo conter entre 2000 a 4000 palavras.
Póster: Um póster apresenta investigação inicial, ideias e modelos em discussão, devendo conter apenas um resumo com 500 a 1000 palavras.

+infos(oficial): https://capsi2020.apsi.pt

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Dec 072019
 

Call for Articles: Special issue of Simulation & Gaming on Facilitation

Background
Simulations and games come in many forms –e.g. roleplay and face to face activities, boardgames, computer-based simulations, military exercises and technical (e.g. flight) simulators. Facilitation skills are acknowledged as vital components of successful use of all such activities; however, this has not led to extensive analysis of the skills involved in successfully enacting the role. This special issue of Simulation and Gaming intends to address this gap in the literature by providing a balanced perspective – drawing on both theory and practice to
_guide novice facilitators in developing their capabilities towards expertise
_assist expert facilitators to better understand the theoretical roots of their capabilities
_help those who commission simulations and games for learning – but do not direct facilitate them – understand the complex web of issues that contribute to achieving learning outcomes
_provide to the wider simulation community a framework for understanding and valuing the facilitator’s role, and the skills required of its occupants

Combining elements of theory with exposition of relevant practical skills, articles should explore aspects of what is/can be expected of a facilitator when a simulation/simulation game is in action. A tentative set of topics is listed below and this call for expressions of interest is intended to reach the widest possible range of potential authors, so please share it widely.

Content – possible questions and themes
We anticipate that articles may address such topics as those listed below. However, this is not a comprehensive list and we welcome responses from anyone interested in contributing to this vital aspect of the simulations and gaming body of knowledge.

What makes simulation and games a ‘special case’ when considering the task of facilitation?
What are the discernable differences between what was understood about the task and role of facilitation circa 1969 and what is now understood about its parameters in 2020? What are/might be the implications of such changes in understanding?
What existing work on the facilitator role, such as that done by the IAF (2019) and Kortman and Peters (2017), is relevant to developing expert simulation/games facilitation capabilities?
How do people acquire the skills required to work effectively in simulation contexts?
What do participants/commissioning agents need to know, to assess a facilitator’s capability?
How do 21st-century concepts such as ‘complexity’, ‘complex adaptive systems’, uncertainty, differing domains of knowledge, etc. impact on the work of the facilitator?
What is the scope of facilitation in the specific context of the ‘life cycle’ simulations and games from beginning (briefing) to end (debriefing) and beyond?
Stories from the trenches –this is envisaged as a collaborative effort. Authors are invited to contribute shorter case-study style reports of experiences anywhere on the spectrum from -“Excellent/Outstanding”…to…“Oh dear! Never Again, please!” (and places between)
The special edition team will add a commentary guiding readers through the ‘trenches’
Facilitation through the phases of simulations/games – briefing/action/debriefing. How does a novice facilitator decide what behaviour is relevant for each phase?
“It’s a poor workman who blames the tools” – exploring how things may go wrong and why the activity itself is seldom to blame but is scapegoated to avoid loss of face.
“What can go wrong? How to recover – when all seems lost?” – an exploration of recovery options after things have ‘gone wrong’
Exploration of theories/concepts helping to shape and inform facilitators’ capabilities including education, group dynamics, psychology, understanding of complexity as a factor in managing an activity, impact of personal learning preferences, etc.
What is needed to improve understanding of how facilitation skills are acquired and developed?
Case studies/stories from expert individuals outlining their paths to expertise, including pitfalls / learning points along the way
A meta-analysis of skills and knowledge involved in being an expert facilitator, perhaps including results of a survey of individuals considered by their peers to be experts
What do facilitators need to know about theories of learning (e.g. pedagogy, andragogy, heutagogy, constructivism and so on)?
How might better understanding of the role influence design and management of simulations and games and shape (and re-shape) the role of the facilitator?
Timeframe
We anticipate that this special issue may take up to twelve months to complete and invite abstracts from interested authors and writing teams to submit an abstract outlining your topic/theme and approach to addressing one or more of the questions and issues noted above.

This is the anticipated time frame for completion – it may change in accord with the journal requirements

November 2019 – Call for articles
February 2020 – Submission of abstracts
March 2020 – Notification of acceptance of abstract
May 2020 – First drafts of accepted papers –
July 2020 – Review of first drafts – peer review using journal procedures via SAGE website
September 2020 – Revisions and re-submissions in accord with journal requirements
November 2020 – Finalisation of issue requirements
Initial submission process
To facilitate the submission process, please use the following link to post your initial proposal.

https://drive.google.com/open?id=1BPN37faS4dJzHut3LuYlBpi-ub64D7CT

Items posted here will be transferred to a secure site, as they arrive.

Email for communication: elyssebeth@gmail.com

In your initial proposal please include:
1. Author names, email and affiliations, indicating the author of ‘primary contact’
2. Draft title (we accept this may change as your work is developed, so this is to give us an indication of possible themes)
3. Abstract – up to 500 words
a. at this first step we are looking for concepts and themes you will explore, referencing is optional, however we recommend that you check the links below for final submission guidelines as these will be rigorously applied once articles receive initial acceptance.
4. A note (i.e. text not be included in the word count) about your ability/willingness to help with reviewing.

Guidelines
Please visit the journal website at – https://journals.sagepub.com/home/sag

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Dec 072019
 

Game-based learning is the scientific area that focuses on the development of games that are designed over specific learning objectives. From thoroughly crafted educational games to the use of gamification, the new era of the school will be digital. However, we should not forget tangential learning with the use of entertainment games.

Mobile games are also leveraging a large community of gamers that relies on the specifics of mobile technology, such as ubiquity and pervasiveness. The solutions can leverage informal learning, literacy, science communication, and citizenship, among a vast area of applications.

The aim of this Special Issue is to disclose the new advances in game-based learning and mobile games that can enhance the effectiveness and outreach of learning objects.

Topics of interest include but are not limited to the following:
Game-based learning;
Serious games;
Mobile games;
Pervasive games;
Learning models and practices with the use of games;
New technologies for game-based learning:
_Virtual and augmented reality;
_New interaction devices, toys, and playthings;
_Simulations;
_3D rendering technologies;
_Game engines and development tools;
_Location-based games;
_Artificial intelligence;
_Educational games analytics;
Assessment and evaluation of educational games;
User experience design;
The psychology of educational games;
Gender and age issues;
Social and collaborative games;
Security and confidentiality in educational games;
Case studies in educational games;
Game development for mobile devices.

+infos(oficial): https://www.mdpi.com/journal/information/special_issues/MobileGaming_Gamesbased_Learning

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Dec 072019
 

Um desvio para falar de videojogos..

“The Digital Games Research Section wants to extend the call to all scholars working in game studies. The section invites contributions dealing with digital games as cultural objects, digital gaming as a social practice, digital games as media for communication and related topics. Particular interest goes to understanding the cultural, psychological and sociological implications of digital gaming and of digital games as cultural objects and mass-market products, as well as serious applications of digital games. The section offers an interdisciplinary platform for exploring the impact and meaning of game culture(s). We welcome contributions dealing with topics traditionally associated with specific fields such as communication, but also humanities, media psychology, education science, economics and others. We deliberately aim for both qualitative and quantitative work in the belief that both deserve equal attention and are able to reinforce one another. We employ an inclusive definition of digital games as any game played on any digital device and explicitly do not limit the scope for submissions in this regard. The call is open for works dealing with both more traditional forms of digital gaming, ranging from nostalgia and retro gaming to newer innovations such as virtual reality, augmented reality, or location-based games.”

See the full call at http://www.ecrea2020braga.eu/2019/10/09/http-www-ecrea2020braga-eu-call-for-papers/

Deadline for abstracts is January 15, 2020.

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Oct 122019
 

Um diagrama interessante..

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Sep 302019
 

A ler:
Strategies for Endogenous Design of Educational Games de Athavale Sandeep Dalvi Girish
Epistemological Issues in Understanding Games Design, Play-Experience, and Reportage de Howell Peter Stevens Brett
How to Reference a Digital Game de Gualeni Stefano Fassone Riccardo Linderoth Jonas
Discourse at play: construction and professionalism of video-based game reviews de Jacobs Ruud S Duyvestijn Zino
A Taxonomy of Game Engines and the Tools that Drive the Industry de Toftedahl Marcus Engström Henrik
The Comparative Self: Understanding the Motivation to Play and the Subsequent Video Game Use de Kordyaka Bastian Jahn Katharina Müller Marius Niehaves Björn
GDC vs. DiGRA: Gaps in Game Production Research de Engström Henrik
A Recipe for Disaster? The Emerging Ludo Mix and the Outsourcing of Narrative de Bjarnason Nökkvi Jarl
Building a Gamer: Player Preferences and Motivations Across Gender and Genre de Tomlinson Christine
Methods Beyond the Screen: Conducting remote player studies for game design research de Muscat Alexander Duckworth Jonathan Wilson Douglas

+infos(oficial): LINK

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Sep 242019
 

We cordially invite you to submit a manuscript for consideration and
possible publication in a Special Issue on “Advances in Mobile Gaming
and Games-based Leaning” to be published in an EI,
ESCI and Scopus-indexed open access journal Information
(http://www.mdpi.com/journal/information).

The submission manuscript deadline is 31 January 2020. For more
details, please visit the website:
https://www.mdpi.com/journal/information/special_issues/MobileGaming_Gamesbased_Learning

You may share this invitation with your team members and colleagues;
co-authors are most welcome.

Please let me know within a month or as soon as possible if you and your
colleagues are interested in submitting a manuscript for this special
issue. If more time is needed, please feel free to tell us
(information@mdpi.com). Your contribution would be most welcome.

Information is fully open access. Open access (unlimited and free access
by readers) increases publicity and promotes more frequent citations, as
indicated by several studies. Open access is supported by the authors
and their institutes. An Article Processing Charge (APC) of CHF 1000
currently applies to all accepted papers. You may be entitled to a
discount if you have previously received a discount code or if your
institute is participating in the MDPI Institutional Open Access Program
(IOAP), for more information see: http://www.mdpi.com/about/ioap.

For further details on the submission process, please see the
instructions for authors at the journal website
(http://www.mdpi.com/journal/information/instructions).

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Sep 052019
 

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