Excellence in Research and Innovation for Humanity

ICEEGG 2018 : 20th International Conference on Educational Entertainment, Games and Gamification

Kyoto, Japan
April 26 - 27, 2018

Conference Code: 18JP04ICEEGG

Conference Aims and Objectives

The ICEEGG 2018: 20th International Conference on Educational Entertainment, Games and Gamification aims to bring together leading academic scientists, researchers and research scholars to exchange and share their experiences and research results on all aspects of Educational Entertainment, Games and Gamification. It also provides a premier interdisciplinary platform for researchers, practitioners and educators to present and discuss the most recent innovations, trends, and concerns as well as practical challenges encountered and solutions adopted in the fields of Educational Entertainment, Games and Gamification.

Call for Contributions

All honorable authors are kindly encouraged to contribute to and help shape the conference through submissions of their research abstracts, papers and e-posters. Also, high quality research contributions describing original and unpublished results of conceptual, constructive, empirical, experimental, or theoretical work in all areas of Educational Entertainment, Games and Gamification are cordially invited for presentation at the conference. The conference solicits contributions of abstracts, papers and e-posters that address themes and topics of the conference, including figures, tables and references of novel research materials.WASET

Federated Conference

Federated conference series is an event that brings together significant number of recurring events; academic conferences, symposia, workshops, special sessions, and plenary talks in the field of science and technology since inception in 1999. Each event may run over any span of time within the conference days.

Conference Proceedings

All submitted conference papers will be blind peer reviewed by three competent reviewers. The peer-reviewed conference proceedings are indexed in the International Science Index (ISI), Google Scholar, Semantic Scholar, Zenedo, OpenAIRE, BASE, WorldCAT, Sherpa/RoMEO, and other index databases. The conference abstracts and proceedings book, CD and certificate of presentation will be distributed to participants at the conference registration desk. Impact Factor Indicators.

Special Journal Issues

ICEEGG 2018 has teamed up with the Special Journal Issue on Educational Entertainment, Games and Gamification. A number of selected high-impact full text papers will also be considered for the special journal issues. All submitted papers will have the opportunity to be considered for this Special Journal Issue. The paper selection will be carried out during the peer review process as well as at the conference presentation stage. Submitted papers must not be under consideration by any other journal or publication. The final decision for paper selection will be made based on peer review reports by the Guest Editors and the Editor-in-Chief jointly. Selected full-text papers will be published online free of charge.

Conference Sponsor and Exhibitor Opportunities

The Conference offers the opportunity to become a conference sponsor or exhibitor. To participate as a sponsor or exhibitor, please download and complete the Conference Sponsorship Request Form.

Important Dates

Abstracts/Full-Text Paper Submission Deadline   December 15, 2017
Notification of Acceptance/Rejection   December 25, 2017
Final Paper (Camera Ready) Submission & Early Bird Registration Deadline   March 26, 2018
Conference Dates   April 26 - 27, 2018

Important Notes

Please ensure your submission meets the conference's strict guidelines for accepting scholarly papers. Downloadable versions of the check list for Full-Text Papers and Abstract Papers.

Please refer to the Paper Submission GUIDE before submitting your paper.

Selected Conference Papers

1) E-Learning Recommender System Based on Collaborative Filtering and Ontology
John Tarus, Zhendong Niu, Bakhti Khadidja
2) A Multi-Agent Simulation of Serious Games to Predict Their Impact on E-Learning Processes
Ibtissem Daoudi, Raoudha Chebil, Wided Lejouad Chaari
3) Use of Social Networks and Mobile Technologies in Education
Václav Maněna, Roman Dostál, Štěpán Hubálovský
4) Designing for Experience-Based Tourism: A Virtual Tour in Tehran
Maryam Khalili, Fateme Ghanei
5) Identifying E-Learning Components at North-West University, Mafikeng Campus
Sylvia Tumelo Nthutang, Nehemiah Mavetera
6) Measuring E-Learning Effectiveness Using a Three-Way Comparison
Matthew Montebello
7) Play in College: Shifting Perspectives and Creative Problem-Based Play
Agni Stylianou-Georgiou, Eliza Pitri
8) Conceptual Model for Massive Open Online Blended Courses Based on Disciplines’ Concepts Capitalization and Obstacles’ Detection
N. Hammid, F. Bouarab-Dahmani, T. Berkane
9) The Importance of Student Feedback in Development of Virtual Engineering Laboratories
A. A. Altalbe, N. W Bergmann
10) E-learning: An Effective Approach for Enhancing Social and Behavior Change Communication Capacity in Bangladesh
Mohammad K. Abedin, Mohammad Shahjahan, Zeenat Sultana, Tawfique Jahan, Jesmin Akter
11) Student and Group Activity Level Assessment in the ELARS Recommender System
Martina Holenko Dlab, Natasa Hoic-Bozic
12) A Study of Hamilton-Jacobi-Bellman Equation Systems Arising in Differential Game Models of Changing Society
Weihua Ruan, Kuan-Chou Chen
13) An Analysis of Gamification in the Post-Secondary Classroom
F. Saccucci
14) A Framework on the Critical Success Factors of E-Learning Implementation in Higher Education: A Review of the Literature
Sujit K. Basak, Marguerite Wotto, Paul Bélanger
15) An Augmented-Reality Interactive Card Game for Teaching Elementary School Students
YuLung Wu, YuTien Wu, ShuMey Yu

Similar conferences about Educational and Pedagogical Sciences