EAI/ICST Transactions on Game-Based Learning
Games are structured contexts where players have clear objectives, with victory as end goal. In a game, players must overcome challenges and face opponents (real or game characters) but always respecting a clearly-defined set of rules. Failure to follow these rules implies a punishment or penalty. Games can involve one player acting alone, two or more players acting cooperatively, or players or teams of players competing between themselves. Computer games are played through a computer, on a standalone or networked form. They are highly interactive and motivating products.
The use of games for learning is effective because they create rich contexts where educational objectives can be defined and theoretical concepts can be applied in practical situations. Furthermore, educational games promote the development of personal and social skills because they favor cultural awareness, socialization, respect for others, teamwork, leadership, decision making and collaborative learning. It is therefore possible to get a convergence of games and learning in three distinct areas: training (professional and social context); formal education (classroom and school context), non-formal education (outside the school context).
However, there is still a limited use of game-based learning in formal education. This has mainly to do with social concerns and stereotypes about the relation of games and education. Other issues relate to physical and cost barriers, hardware and license cost, access (for online games), maintenance and support, teachers’ confidence in using the game for a specific curriculum goal. But this limited use is also related to the lack of extended evidence of effective application. Therefore a dedicated journal is necessary to demonstrate the validity of this learning methodology.
The EAI Endorsed Transactions on Game-Based Learning is a multidisciplinary approach to the presentation of research, theory, application, practice and validation in the field of Game-Based Learning for any level and any area of education. As such it will cover areas like cognition, psychology, technology-enhanced education, evaluation and assessment, multimedia and information technology. By Game-Based Learning, are considered all forms of formal or informal learning which are supported by digital (or not) simulations, games, modeling, virtual and augmented reality, new interaction devices, toys and playthings.