COMPILATION OF 45 GAME-BASED LEARNING JOURNALS: PART 3

COMPILATION OF 45 GAME-BASED LEARNING JOURNALS: PART 3

This is Part 3 of Michael Sutton's compilation of an annotated list of journals that publish in the areas of Game-Based Learning, Simulations, Serious Games, Gamification, Virtual Reality and Immersive Learning.

Share This Post

Share on facebook
Share on linkedin
Share on twitter
Share on email

COMPILATION OF 45 GAME-BASED LEARNING JOURNALS: PART 3

Information Sources for the Topics of Game-Based Learning, Simulations, Serious Games, Gamification, Virtual Reality, and Immersive Learning.

This Part 3 continues from the previous post.

JOURNAL TITLE LIST

  • JOURNAL OF BOARDGAME DESIGN
  • JOURNAL OF GAME DESIGN AND DEVELOPMENT EDUCATION (JGDDE)
  • JOURNAL OF GAME, GAME ART, AND GAMIFICATION (JGGAG)
  • JOURNAL OF GAMING & VIRTUAL WORLDS
  • JOURNAL OF GAMES CRITICISM
  • JOURNAL OF IMMERSIVE EDUCATION
  • JOURNAL OF INTERACTIVE LEARNING RESEARCH (JILR)
  • JOURNAL OF MEDICAL INTERNET RESEARCH (JMIR) SERIOUS GAMES
  • JOURNAL OF VIRTUAL REALITY AND BROADCASTING
  • JOURNAL OF VIRTUAL WORLDS AND EDUCATION

 

JOURNAL DETAILS

JOURNAL OF BOARDGAME DESIGN
http://jbdgames.blogspot.com/

Description

The focus is on game mechanisms – what makes a game exciting and why. How did the board game designer make his game fun? Components and theme are secondary. The play’s the thing.

 

JOURNAL OF GAME DESIGN AND DEVELOPMENT EDUCATION (JGDDE)
http://www.rit.edu/gccis/gameeducationjournal/about

Description

The Journal of Game Design and Development Education (JGDDE) is a peer-reviewed journal that covers all aspects of teaching the art, craft and science of game design and development to students in and out of a higher education setting. We plan to cover a range of work in the emerging field, as well represented by the content in the first issue. For example, Ian Parberry’s piece covers the emergence and growth of his pioneering work in the field teaching game programming in a university setting over the better part of two decades while Beth Lameman’s article looks at an evolving effort to teach game design and development to pre-university indigenous youth as a way of recapturing and owning their heritage while David Schwartz’s effort chronicles the early design of a mixed hardware and software course to create new types of game controllers.

Games are a multidisciplinary medium and those who teach their creation come from as broad a set of backgrounds as you can find. JGDDE will celebrate that diversity of skills and backgrounds.

 

JOURNAL OF GAME, GAME ART, AND GAMIFICATION (JGGAG)
http://gamenetwork.university-id.net/journal/index.php/jggag

Description

The Journal of Games, Game Art, and Gamification (JGGAG) is a blind peer-reviewed interdisciplinary journal that publishes original papers on all branches of the academic areas and communities. Thematic areas include, but are not limited to:

Games

AI applications for serious games, Alternate reality games, Animation for serious games and virtual worlds, Artifacts and art with purpose, Augmented reality, Case studies in serious games and virtual worlds, Experimental serious games design, Game AI and artificial life, Game-based learning, edutainment and training, Non digital games, Serious games methodologies.

Game Art

Game design, Multimedia gaming, Serious game art, Serious game design, Virtual characters, Virtual environments.

Gamification

Gamification of Learning, Education and Training, Marketing and Promotion related with gamification, Gamification in Health and Sports.

JGGAG publishes scholarly articles, such as original research articles and reviews, position papers and other critical and creative responses.

 

JOURNAL OF GAMING & VIRTUAL WORLDS
http://www.intellectbooks.co.uk/journals/view-Journal,id=164/

Description

The Journal of Gaming and Virtual Worlds focuses on theoretical and applied, empirical, critical, rhetorical, creative, economic and professional approaches to the study of electronic games across platforms and genres as well as ludic and serious online environments.

 

JOURNAL OF GAMES CRITICISM
http://gamescriticism.org/about/

Description

The Journal of Games Criticism grew out of lively conversations among graduate students and faculty from the Department of Communication and Media (C&M) and the Department of Science and Technology Studies at Rensselaer Polytechnic Institute. Starting in 2012, several C&M students identified the need for critical tools for reflection about and useful for the design of video games. From these conversations, it is apparent that, while there are a handful of established journals within the field of games studies, additional space was needed to join together the communities at work within gaming culture. This space would call on all corners of the community, from developers and writers to bloggers and academics, to be a dynamic, current, and multifaceted journal. It continues the hallmark of peer-review from academic journals while opting for total inclusion.

We take video games as our impetus and our enterprise. With multidisciplinarity and interdisciplinarity as our tools, we look to the past of video gaming in order to orchestrate and build its future. Looking to rhetoric, media studies, and cultural studies, many apparatuses of analysis are present, but they all must be brought into these media and reborn.

 

JOURNAL OF IMMERSIVE EDUCATION
http://jied.org/1/1/index.html

Description

The Journal of Immersive Education (JiED) is the publication of record for the global Immersive Education Initiative. JiED includes feature articles, research and technical papers, Technology Working Group (TWG) publications, and proceedings from Immersive Education Summits (iED Summits).

 

JOURNAL OF INTERACTIVE LEARNING RESEARCH (JILR)
https://www.aace.org/pubs/jilr/
https://ejournals.bc.edu/ojs/index.php/immersive/about/editorialPolicies#focusAndScope

Description

The Journal of Interactive Learning Research (JILR) publishes papers related to the underlying theory, design, implementation, effectiveness, and impact on education and training of the following interactive learning environments:

  • Authoring systems, cognitive tools for learning computer-assisted language learning
  • Computer-based assessment systems, computer-based training
  • Computer-mediated communications, computer-supported collaborative learning
  • Distributed learning environments, electronic performance support systems
  • Interactive learning environments, interactive multimedia systems
  • Interactive simulations and games, intelligent agents on the Internet
  • Intelligent tutoring systems, microworlds, virtual reality based learning systems

JILR is the official journal of the Association for the Advancement of Computing in Education (AACE).

 

JOURNAL OF MEDICAL INTERNET RESEARCH (JMIR) SERIOUS GAMES
https://games.jmir.org/

Description

JMIR Serious Games (JSG, ISSN 2291-9279) is a sister journal of the Journal of Medical Internet Research (JMIR), one of the most cited journals in health informatics (Impact Factor 2015: 4.532). JSG is a multidisciplinary journal devoted to computer/web/mobile applications that incorporate elements of gaming to solve serious problems such as health education/promotion, teaching and education, or social change. The journal also considers commentary and research in the fields of video games violence and video games addiction.

 

JOURNAL OF VIRTUAL REALITY AND BROADCASTING
http://www.jvrb.org/

Description

The Journal of Virtual Reality and Broadcasting is an open access E-journal covering advanced media technology for the integration of human computer interaction and modern information systems. The main focus is on the creation of synergies between such basic technologies as computer graphics and state-of-the-art broadcasting techniques.

The main goals are to publish research results in the field of Virtual Reality and Broadcasting, to provoke discussions, and to promote the exchange of ideas and information. Developments in the area have a direct effect on society, therefore social aspects will also be considered. As an interdisciplinary field, Virtual Reality requires multilateral collaboration in order to enable new applications.

Research topics which receive treatment in the journal are:

  • Media technology
  • Human factors
  • Human machine interfaces
  • Computer graphics
  • Image technology
  • Tracking
  • Sensors
  • Interactive broadcasting
  • Virtual set environments
  • Augmented reality
  • Haptic interfaces
  • New interfaces

 

JOURNAL OF VIRTUAL WORLDS AND EDUCATION
http://www.cvwer.org/journal-of-virtual-worlds-and-education/

Description

This groundbreaking journal is the first to be devoted exclusively to the use of virtual worlds as education platforms, and is rich with research in this emerging field. The inaugural issue contains more than 200 pages of research on the pedagogical uses of virtual realities, featuring works by educators and scholars from around the world.

As we work on the second issue, we are excited and intrigued by the growth of virtual worlds and look forward to research into the educational use of Second Life, Open Sim, Blue Mars, Open Wonderland, Cobalt, Active Worlds, and others.

 

Part 3 of the compiled list ends here. Given below are links to other posts in this series:

 

Original Date of Publication: December 30, 2016
Publisher: FUNIFICATION LLC, Boise, ID, USA
Copyright © 2016, Michael Sutton (except for website excerpts of journal descriptions)

Written by Michael Sutton

_________________________________

(Visited 672 times, 1 visits today)

More To Explore

E-Learning

ZSOLT OLAH – CRYSTAL BALLING WITH LEARNNOVATORS

In this enlightening interview with Learnnovators, Zsolt Olah shares his pioneering insights on the integration of technology and learning in the workplace. As an expert in blending gamification with psychological insights, Zsolt discusses the evolution of learning technologies and their impact on creating engaging and effective learning environments. He emphasizes the importance of not letting technology dictate our thinking and the need for learning professionals to master data literacy and ask the right questions to harness AI’s potential. Zsolt’s forward-thinking vision for utilizing Generative AI to create seamless, personalized learning experiences highlights the transformative power of these technologies.

E-Learning

MARGIE MEACHAM – CRYSTAL BALLING WITH LEARNNOVATORS (SEASON II)

In this engaging interview with Learnnovators, Margie, known for her innovative use of artificial intelligence in educational strategies, discusses the integration of AI and neuroscience in creating compelling, personalized learning experiences that challenge traditional methods and pave the way for the future of training and development. Margie’s vision for utilizing AI to facilitate ‘just-in-time’ learning that adapts to individual needs exemplifies her creativity and forward-thinking.

Instructional Design

INSTRUCTIONAL DESIGN BASICS – GOALS

This article emphasizes the importance of goals in instructional design. A goal, at the macro level, answers the WIIFM for the business. Broken down into a more micro level, it defines the specific actions learners need to take to reach the goal. This article focuses on the macro, business, goals and lists the characteristics of a good goal. It also discusses how to derive a good goal from a bad one by asking probing questions.

REQUEST DEMO