“Digital Literacy and Computational Thinking Education enhanced through digital games has gathered substantial academic interest in recent years. Digital Literacy does not only involve functional and operational skills, and the ability to use digital media, but encompasses skills such as critical and analytical thinking for understanding, decoding, and analysing embedded ideas, values, and messages, and further considering the social and cultural context these media are situated in.

Similarly, Computational Thinking involves higher order cognitive skills such as planning, systematic thinking, algorithmic building and problem solving, with interdisciplinary implications particularly for navigating the digital world and recognising emerging phenomena such as the construction of algorithmic identities, filter bubbles, misinformation and disinformation, and bias.

The goal of this workshop is to advance knowledge, improve theoretical understanding and disseminate practices for the teaching and learning of Digital Literacy and Computational Thinking through digital games, by bringing together researchers, game designers and developers, and educators, and foster discussion about the current state of the field.

We invite contributions from within and across any discipline committed to advancing knowledge on the foundations of games: computer science and engineering, humanities and social sciences, arts and design, mathematics and natural sciences.

Papers may cover a variety of topics relevant to digital games enhanced computational thinking and digital literacy education, including but not limited to:

Digital literacy and game based learning
Computational thinking and digital games
Digital Games Literacy
Digital games and scientific thinking
Game design for digital literacy, computational thinking, and scientific thinking
Game development for digital literacy, computational thinking, and scientific thinking
Case studies of implementation of game based learning for digital literacy and/or
Computational thinking in formal education settings
Games for digital literacy and/or computational thinking in formal and non-formal learning settings
Hybrid and non-digital games for digital literacy and/or computational thinking
Digital games as cultural media
Teaching and learning about Artificial Intelligence and/or Machine Learning through digital games – AI literacy
Theoretical implications of digital literacy and/or computational thinking through game based learning
AI in games for computational thinking
Learner and educator modeling and profiling
Generative systems for enhancing computational thinking
Computational Thinking Education by developing digital games”

+infos(oficial): http://compthink.institutedigitalgames.com/

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