[AISWorld] Call for Chapters/Papers on Technology Enhanced Learning

Jelena Jovanovic jeljov at gmail.com
Tue Jan 17 06:28:16 EST 2012


*** Apologies for cross posting ***


CALL FOR CHAPTERS/PAPERS on

(1) the general theme of Technology Enhanced Learning for an edited book
(2) a special section on “Game-based Learning: Design and Applications” of
the  Interdisciplinary Journal of Information, Knowledge, and Management
(IJIKM)

URL: http://jelenajovanovic.net/tel-cfp-2012.html


Proposals Submission Deadline: 15 FEBRUARY 2012
Full Chapters/Papers Due: 15 APRIL 2012


AIM & SCOPE

Technology Enhanced Learning (TEL) is a very broad and increasingly mature
research field. It encompasses a variety of research topics, ranging from
the study of different pedagogical approaches, teaching techniques and
strategies for online learning to the application of advanced technologies
in educational settings (e.g., different kinds of mobile devices, sensors
and sensor networks that provide the technical foundation for
context-aware, ubiquitous learning). The TEL community has also been
exploring the use of Artificial Intelligence technologies and techniques
for the development of intelligent learning environments capable of
adapting to the learners’ needs and preferences and providing learners with
personalized learning experience. Recognizing the potential of online
social networks, social media and Web-based social software tools as
learning platforms for online education, the TEL community has poured
significant time and effort into researching how these popular technologies
could be combined with appropriate pedagogical approaches to make learning
experience more engaging, satisfying and successful. Among the most
important results of these research efforts are personal learning
environments that allow learners to create mash-ups of diverse social
software tools based on their own needs and preferences, as well as to
create and maintain their online learning networks. Undeniably,
technological advances are making education more accessible to an
increasing number of people worldwide; to fully exploit the huge benefit
the technology is offering, the TEL community is exploring efficient
approaches for adapting learning resources to address language, generation
and cultural specificities. Aiming to make learning accessible to all, the
community has also focused on the development of solutions for learners
with special needs. Finally, it should be noted that all the above
mentioned research efforts of the TEL community are finding their
applications in different learning contexts and domains, including formal
education and informal learning, as well as workplace learning in small,
medium and large companies.

Since the scope of TEL research is constantly evolving, the above given
overview of the current research efforts does not aim to be exhaustive by
any means. Instead, its purpose is to give some insights into the breadth
of research topics and challenges that the edited book aims to cover.
Accordingly, the recommended topics include, but are not limited to, the
following:

Technological Foundation for Advanced Educational Solutions
- Social software and social computing
- Semantic technologies (including Semantic Web technologies and natural
language processing)
- Mobile technologies, sensors, context-aware and ubiquitous computing
- Educational data mining and learning analytics
- Technologies for interoperability, sharing and integration of educational
resources
- Learner modeling and other technologies for personalization and adaptation
- Open learning content and tools

Pedagogical Foundation for Advanced Educational Solutions
- Collaborative learning and knowledge building
- Problem- and project-based learning
- Learner motivation and engagement
- Game-based learning
- Learning design and different design approaches

Individual and Organizational Learning
- Self-regulated learning
- Communities of learners & Communities of practice
- Knowledge management and organizational learning
- Lifelong learning
- Informal learning

Accommodating Diversities
- Accessible learning for all
- Addressing language, generation and cultural differences

As can be seen from this list of topics, one of the areas in TEL is
game-based learning. Researchers have found that educational and/or
computer-based games have real potential as learning tools. It has been
shown, for example, that games can help players to improve their problem
solving and negotiation skills, narrative and communication skills as well
as non-linear thinking patterns. Game-based learning has already been
successfully applied to both the school and workplace settings, and their
adoption is continually increasing. In addition, there has recently been an
increasing interest in “gamification” of education as a means to increase
students’ motivation for learning. Gamification refers to the use of game
design elements, or the so-called game mechanics, in non-game contexts and
applications with the aim of increasing users’ engagement with those
applications. Game design elements are often very efficient in increasing
motivation as they are grounded on research results of positive psychology.

While educational games have been studied extensively for years, the
gamification of education, i.e., the application of game mechanics in
online learning environments with the aim of motivating learners to engage
with the contents, activities and tools offered by these environments, is
an emerging research area that has just started to attract the attention of
education-oriented research communities. Regardless of their maturity, both
research areas face many interesting and challenging research questions,
among which, for the special section on “Game-based Learning: Design and
Applications”, the most interesting are those related to motivation as one
of the key determinants of successful learning and knowledge building
activities, both in academic and workplace settings. Accordingly, in this
special section we welcome submissions that report on:

- the design and development of educational games that motivate users to
indulge in learning activities
- the application of game design elements in online learning environments
with the aim of increasing learners’ motivation and engagement
- the evaluation of educational games or game mechanics in real world
educational settings


SUBMISSION PROCEDURE

For the edited book, prospective authors are invited to submit on or before
February 15, 2012 a 2-page proposal to jeljov at gmail.com (cc.
rchiong at swin.edu.au) clearly explaining the mission and concerns of the
proposed chapter. Full chapters are expected to be submitted by April 15,
2012. All submitted chapters will be reviewed by at least three reviewers
and the final decision of acceptance or rejection will be based on their
recommendations.

For the special section of IJIKM, all submissions should follow the
guidelines available at http://ijikm.org/submitm.html. During the
submission process, please indicate “Special Section on Game-based
Learning: Design and Applications” in the comments area. Full papers should
be submitted by April 15, 2012 (proposals are not required before the full
paper submission, but prospective authors are encouraged to indicate their
interests any time before the submission deadline).


IMPORTANT DATES

Deadline for chapter proposals: February 15, 2012
Deadline for full chapters/papers: April 15, 2012
Notification of acceptance/rejection: June 15, 2012
Deadline for final submissions: August 15, 2012


EDITORS

Jelena JOVANOVIC, jeljov at gmail.com
Faculty of Organizational Sciences
University of Belgrade
Jove Ilica 154
11000 Belgrade
SERBIA

Raymond CHIONG, rchiong at swin.edu.au
Faculty of Higher Education
Swinburne University of Technology
50 Melba Avenue, Lilydale
Victoria 3140
AUSTRALIA


EDITORIAL BOARD

Jacqueline Bourdeau, Télé-université, UQAM, Canada
Tantatape Brahmasrene, Purdue University North Central, USA
Cyrille Desmoulins, Université Joseph Fourier, France
Vladan Devedzic, University of Belgrade, Serbia
Darina Dicheva, Winston-Salem State University, USA
Jon Dron, Athabasca University, Canada
Martin Ebner, TU Graz, Austria
Dragan Gasevic, Athabasca University, Canada
Monique Grandbastien, Université Henri Poincaré, France
Marek Hatala, Simon Fraser University, Canada
Seiji Isotani, University of Sao Paulo, Brazil
Zoran Jeremic, University of Belgrade, Serbia
June Lu, University of Houston-Victoria, USA
Riichiro Mizoguchi, Osaka University, Japan
Kai Pata, Tallinn University, Estonia
Demetrios G Sampson, University of Piraeus, Greece
Li Suhong, Bryant University, USA
Shouhong Wang, University of Massachusetts Dartmouth, USA
Thomas Weise, University of Science and Technology of China, China
Janice Whatley, University of Salford, UK
Fridolin Wild, Knowledge Media Institute, UK
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