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Call for Paper
C3 Joyful Learning, Educational Games, and Digital Toys

Introduction

With the continuous evolution of internet technology and educational concepts, joyful learning has garnered significant attention. It transforms learning from a mere transmission of knowledge into an experience filled with fun and emotional engagement. Consequently, gamified learning, as a part of joyful learning, has also attracted considerable interest.
   In school education, gamified learning, as a teaching method that combines digital media with instructional content, is showing a clear development trend. Gamified learning integrates educational content into corresponding game scenarios, enriching learners" course experiences significantly while meeting their personalized learning needs. This achieves a balance between learners" cognition and emotions. The ongoing development of emerging technologies such as Augmented Reality (AR), Virtual Reality (VR), Large Language Models (LLM), and others enables the assessment of learner behavior and meeting learners"needs, providing a more immersive gamified learning experience.
   The focus on the theoretical construction and technological development of gamified learning has gradually become a key area in related research fields. In addition to applications in school education, the innovation and application of gamified learning also play a role in societal development and practical promotion. Gamified learning, built on internet and digital technology, reduces the impact of geographical restrictions, allowing learners from multiple regions to access education resources of equal quality. This promotes the development and dissemination of joyful learning. Furthermore, the development of gamified learning also stimulates related industries, injecting new vitality into the digital entertainment industry. As gamified learning becomes more widespread, industries such as educational game development, virtual reality technology, and artificial intelligence applications thrive, forming a vast industry chain. This not only creates numerous employment opportunities but also attracts more innovative talents to join the field, driving the integration of technology and culture.
   In this process, the concept of gamified learning continuously inspires creativity and imagination, propelling the emergence of various innovative educational tools and learning methods. Therefore, this conference not only focuses on the role of gamified learning in school education but also emphasizes the promotion of gamified learning in societal development. The aim is to facilitate in-depth discussions on the practical applications of gamified learning.
   Whether considering its impact on the educational process or societal development, gamified learning is a research direction full of potential. In this diverse, personalized, and intelligent learning era, paying attention to the evolution and innovation of gamified learning lays a solid foundation for cultivating creative and adaptable future talents and promoting educational research. In summary, this conference warmly welcomes submissions from individuals worldwide who are interested in the field of joyful learning, encouraging them to share their valuable experiences.

Paper Submission Topics (including but not limited to the following)

1.Theoretical research on gamified learning, educational games, or digital toys

2.Pattern design for gamified learning, educational games, or digital toys

3. System development for gamified learning, educational games, or digital toys

4.Content design for gamified learning, educational games, or digital toys

5.Process analysis of gamified learning, educational games, or digital toys

6.Effectiveness assessment of gamified learning, educational games, or digital toys

7.Innovative applications of gamified learning, educational games, or digital toys

8.Practical promotion of gamified learning, educational games, or digital toys

9.Cross-domain integration of gamified learning, educational games, or digital toys

10.Cultivation of competencies through gamified learning, educational games, or digital toys

11.Social impact of gamified learning, educational games, or digital toys

Paper Submission

Full manuscripts shall be submitted to the conference for review. Abstract submissions will NOT be accepted. This conference uses double-blind review, which means that both the reviewer and author identities are concealed from the reviewers, and vice versa, throughout the review process. Please kindly note that when authors submit papers for review, the authors’ information has to be blinded in the title, the contents, and the reference part. After the paper is being accepted, the author information will be displayed in the final version of the submitted paper.
  1.Authors should only prepare submissions in Chinese (Long paper: 8 pages; Short paper: 4 pages; Poster: 2 pages). Submissions written in Chinese should include the title, abstract and keywords written in both Chinese and English.
  2.Authors should make submissions by uploading papers onto the Submission System of the conference https://easychair.org/conferences/?conf=gccce2025
  3.Authors should submit papers with PDF format. Please make use of the paper templatefor preparing submissions.
  4. Please pay attention to all English papers, regardless of topic, please submit to English Paper Track
  5. At least one author is required to register and present for publication once a paper is accepted.

C3 Program Committee

Executive Chair

CHEN Zhi-hong

Taiwan Normal University(Taiwan)

Co-Chairs

BAI Shurui

The Education University of Hong Kong(Hong Kong)

LI Xiuhan

Central China Normal University(Mainland China)

LIAO Chang-Yen

Taiwan Central University(Taiwan)

Program Committee Members

Liu Sa, Harrisburg University

Wei Ting, Nanjing Xiaozhuang College

Zhu Yun, Shanghai Drama College

Qu Ximei, Zhejiang Open University

Li Xiuhan, Central China Normal University

Huang Wendan, Guilin Electronic Technology University

Huang Lu, Hangzhou Normal University

Pei Leisi, The Education University of Hong Kong

Xia Qi, Chinese University of Hong Kong

Zhao Yongle, Honghe College

Chu ChihMing, Taiwan Ilan University

Yang Fu-Yu, Chang Gung University of Science and Technology

Chang Chia-Jung, Yuan Ze University

Wang Ya-Ling, Taiwan Normal University

Wang Jen-Hang, Taiwan Central University

Yeh Yen-Cheng, Taiwan Central University

Chien Tzu-Chao, Tzu Chi University of Science and Technology

Huang Chi-Fang, Taiwan Normal University

Lin Yi-Lung, Tamkang University

Lo Jia-Jiunn, Chung Hua University

Chang Wan-Chen, Taiwan Tsing Hua University

Wu Wen-Chuan, Taiwan Ilan University

Wei Ran, Peking University

Chang Ben, National Central University

Cheng Hercy, Taipei Medical University

Chou Chih-Yueh, Yuan Ze University

Li Liang-Yi, National Taiwan Normal University

Zhang Lu, Beijing University of Posts and Telecommunications

Chen Weidong, Suzhou University of Science and Technology