This conference is organized by iGBL Conference.

The 14h Irish Conference on Game-Based Learning (iGBL2024) will be hosted online on Wednesday 26th and Thursday 27th of June 2024.

Contributions are welcomed from a wide range of topics and may be research or practitioner-based. Researchers from all countries and backgrounds are invited to submit.

The earlier the abstract is submitted, the earlier you will receive your notification:

  • Authors who submitted their abstract(s) by 5th February will be notified on whether their abstract has been accepted by 22nd February.
  • Authors who submitted their abstract(s) after 25th February will be notified on whether their abstract has been accepted by 22nd March. 

Themes for the conference

The symposium will include (but is not restricted to) the following topics:

Pedagogy, Educational and Social issues

  • Pedagogical/learning theories for game-based learning
  • Evaluation of game-based learning
  • Assessment in game-based learning
  • Integrating games into the curriculum
  • Games to teach arts, science, or business
  • Social and collaborative aspects of game-based learning
  • Multi-modal aspects of game-based learning (e.g. audio, augmented reality, virtual reality, etc)
  • Motivational aspects of game-based learning
  • Gender/age/cultural issues
  • Ethical concerns of game-based learning (e.g. young children, adolescents, etc)
  • Achieving sustainable impact with game-based learning

Gamification and Serious Games

  • Serious games and gamification in different sectors (e.g., primary, secondary and higher education, corporate learning, training)
  • Gamification within the industry and at the customer interface
  • Organizational issues when implementing games

Creative Issues in Game Development

  • Designing games for learning
  • Best practices in game development
  • Alternative controls/ interfaces for games
  • Technologies, tools and platforms for developing games for learning
  • Technologies for mobile and multi-user games for learning
  • Prototyping and/or playtesting
  • Narrative/role-playing in game-based learning
  • Developing characters & animations for learning games

Virtual and Augmented Reality for Training and Learning

  • Designing Serious games based on AR/VR
  • Immersive learning experiences
  • Virtual Worlds for Learning
  • Geo-based gamified apps

Human Computer Interaction (HCI) & Audio

  • User Interface and User Experience in games
  • User-Centered  Game-Based Learning
  • Designing audio games for learning and training
  • Audio devices and design for game-based learning
  • Virtual Worlds for Learning
  • Geo-based gamified apps
  • Adaptive Design

Non-Digital Game-based  Learning

  • Board games for education and motivation
  • Trading card games to learn and teach
  • Simulation and draw games for education and motivation
  • Educational games based on physical activities

 Submission types

  •  Research-based submissions may include theoretical (e.g., literature review, theoretical frameworks, or systematic reviews) and/or empirical studies employing qualitative or quantitative methods. These can consist of completed research projects or works-in-progress. There are categories also for research students, so that you can obtain feedback on your work, regardless of where you are at in the research process (e.g., research proposal, data collection, or close to completion). The idea here is to give you the chance to talk about your work or project(s). You will also have the opportunity to submit a poster.
  • Practitioner-based submissions may include presentations that describe how game-based approaches have been employed to teach, train or promote change with no specific associated research required. For example, you may have used games in your classroom or for your company, and you would like to take the opportunity to share your experience and insights with like-minded people by delivering a presentation that explains what you have applied/used and how it worked for you. The emphasis for this format is to share practical information rather than research results.
  • Proposals for workshops and interactive posters are also invited. Workshops would typically be practical and last between 1 and 2 hours. The idea here is to provide participants with skills that they can apply straight away in their context (e.g., at home, in the classroom or at a company). These workshops need to be related to the theme of games, learning and/or motivation.
  • Proposals for game demos: if you have created a game which purpose is to promote change, learning or motivation, you can submit a short abstract. Once accepted, you will be able to showcase your game at the conference.each of the following categories: best presentation overall and best game demo.

Submission Formats & Procedure

For each submission, we will ask that you first submit an abstract for the category of your choice using our online submission form.

Research-based submissions

  • Length: 300-500 words abstract
  • Indicative format: Title, main issue or problem addressed, key research questions, objectives of the study, approach envisaged to answer these questions, a list of 5 relevant references.
  • Once accepted you will be required to write a 2000-2500 words short paper (based on this abstract) that will be published in the proceedings.
  • You will provide a 20-25-minute presentation during the conference (including 5-10 minutes for questions and answers).

<SUBMIT YOUR ABSTRACT HERE>

Practitioner-based submissions

  • Length: 300-500 words abstract
  • Indicative format: title, relevance to the conference, relevant issue or challenge addressed, settings where GBL was used, results, and what key information the participants will “take away” from the presentation
  • Once accepted, you will provide a 20-25-minute presentation during the conference (including 5-10 minutes for questions and answers).

<SUBMIT YOUR ABSTRACT HERE>

Proposals for workshops

  • Length: 300-500 words abstract.
  • Indicative format: title, relevance to the conference, target audience, key goals for the workshop, list of the skills that the participants will have acquired after completing the workshop (between 5 and 10), what participants will “take away” from workshop.
  • Duration: between 60 and 120 minutes.
  • Maxim number of participants (if applicable).
  • Hardware required if any.
  • Software required if any.

<SUBMIT YOUR ABSTRACT HERE>

Proposals for game demos

  • Length: 300-500 words abstract
  • Indicative format: title of the game, target audience, relevance to the conference, key objectives for the game.
  • Format: e.g., web, .exe, etc
  • Language/platform used for development
  • Once accepted, you will provide a 20-25-minute presentation/demo during the conference (including 5-10 minutes for questions, answers and feedback).

<SUBMIT YOUR ABSTRACT HERE>

Important Dates

  • 25th of February: Abstract submission deadline.
  • 22nd of March: Notification of abstract acceptance.
  • 22nd April: Registration deadline for authors.

12th April: Submission of extended abstracts.

25th March: Selected authors are invited to submit an extended version of their abstract (i.e., book chapter to be published in the conference proceedings).

This conference is organized by iGBL Conference.
iGBL