isaga2014

FOR AUTHORS

The theme of the 45th ISAGA conference

“The shift from teaching to learning: individual, collective and organizational learning through gaming & simulation”

find the Cfp for ISAGA 2014 download here, the Cfp for IFIP here

In the 21st century expectations and beliefs are changing as to what students, employees and decision-makers have to learn in order to function in our societies and global economy. We have to efficiently navigate through increasing amounts of information, we must analyze and make decisions, and we have to rapidly master new knowledge domains. We need to collaborate with others in accomplishing complex tasks, using different systems for representing and communicating information and for generating innovation.

Today a paradigm shift from teacher-centered instruction to learner-centered instruction is constantly being discussed. Lifelong learning must ensure the development of knowledge and competencies for sustainable societies. Shifting the emphasis from teaching to learning demands a more interactive and experiential learning environment for both teachers and learners. These forms of learning environments also involve a change in the roles of both teachers and learners. The role of the instructor is transformed from a knowledge transmitter to that of a learning facilitator and co-learner.

When moving from a passive reproduction of inert knowledge to an active creation of applicable knowledge and to the development of useful competencies, gaming simulations have a lot to offer. Gaming simulations create an interactive, cooperative and safe learning environment that makes it possible to cope with complex authentic situations that are close to reality. Learning from multiple perspectives and contexts of use supports flexibility and allows learners to transfer acquired knowledge and skills to explore new domains. Game- based learning is a form of experiential learning, based on qualitative and quantitative models of socio-technical systems. Students, employees and decision makers are feeling and understanding the effects of decisions, thus exploring ideas for possible preferred futures and actions.

As Klabbers has pointed out, design - broadly conceived - aims at implementing courses of action with the purpose to change existing (dysfunctional) situations into preferred ones. He distinguishes two levels of design: design-in-the-small and design-in-the-large. Design-in-the-large offers a basis for various forms of consulting, training and education in the attempt to foster new ways of thinking and acting as well as changing social systems. Design-in-the-small produces gaming simulations as interventions and interactive learning environments to enhance education and training. Put to use with this goal in mind, they contribute to the design-in the-large process of complex socio-technical systems and to organizational learning.

Call for Papers, Submission Types and Review Process

The ISAGA program committee cordially invites you to submit proposals for contributions for the 45th ISAGA Conference. Contributions from both scientists and practitioners are very welcome, as well as contributions that connect a scientific and a practitioner's perspective.

The conference will be organized founded on two pillars called the Science & Research and the Art & Craft of gaming simulation. Each pillar has different requirements for contributions. The program committee will assign each submission to international (blind) reviewers with high expertise in the related field (separate reviewers for scientific and practitioner's submissions). Jan Klabbers introduced us to the terms science of analysis and science of design. The science of analysis uses games and simulations as research methods to test theories in various fields. Research from the science of design perspective emphasizes the design of the artifact, testing its usability. In ISAGA both communities traditionally inspire each other and discuss their ideas, research results and develop game artifacts.

English is the official language for all conference communication and contributions. Participants can choose from a selection of submission formats. The first author is considered to be the presenter of the contribution at the conference and is to register as a participant.

The Science & Research part will be organized in tracks. All papers in the Science & Research pillar will be peer-reviewed double-blind. All accepted papers will be part of the conference CD-proceedings. A book with the selected best papers will be published by W. Bertelsmann Verlag. Proceedings and conference book will be published before the conference and each participant will receive one issue. We therefore require full papers to be submitted earlier than in previous conferences. It is possible to submit single papers (that will be organized in tracks by the program committee) or to propose research symposiums (a track with several papers on a common thematic focus). A best paper award will be organized.

The Art & Craft pillar will be organized in interactive workshops and forums; playing a game or a demo session, discussion sessions and workshops on facilitation, design etc. It is possible to submit papers to this pillar, which will reviewed by scope and originality, and we welcome any initiatives for activities and workshops too. Extended Abstracts and short descriptions of the contributions to this pillar will be also included in the conference CD- proceedings.

Posters can be submitted for both pillars and will be part of a combined poster session. A best poster award will be organized.

Topics

You are in particular invited to contribute along the main theme of the conference and to present innovative ideas in education and training with simulation games. However, contributions may also focus on a wide range of themes related to theory, research and practice in the field of gaming simulation. Topics from all areas of gaming are welcome, such as (but not limited to):

  • Gaming for education and training
  • Gaming for support of decision making
  • Methodology of gaming simulations for learning, research and design
  • Methodology for research on and assessment of games, i.e. measuring behavior and learning outcomes
  • Applications of gaming for solving the grand challenges in society and sustainability
  • The blend of gaming with virtual and augmented reality, mobile and online worlds
  • Skills and requirements for gaming professionals
  • Innovation in Facilitation and Debriefing
  • Concepts, tools and best practice examples of game design processes
  • New insights in interfaces and interaction design with games
  • Contributions may focus on traditional gaming methods like computer and web- based simulation games, board based games, role play games etc as well as on new developments of digital games, game based learning and gamification etc.

Submission dates and deadlines

It is possible to organize special tracks or thematic sessions. If you want to take the initiative, please submit your idea online or send an email to the organizers. All contributions are finally due on March 31st, 2014, at the latest. Applicants will receive notification of acceptance no later than April 15th,2014.

Special track: 18th international IFIP & GALA Workshop on Experimental Interactive Learning in Industrial Management CfP; find the Cfp download here.

Science & Research pillar

  • Deadline for submitting full papers (including abstract): March 31, 2014
  • Feedback from reviewers: latest April 15, 2014 (earlier when received earlier)
  • Camera-ready papers (including abstract): May 1, 2014
  • Papers shall be written in English
  • No longer than 30,000 characters (including space characters), including abstract (maximum 2,000 characters), references, figures and tables, contact information
  • Uploaded as PDF and .doc or .docx format in the conference management system
  • As less formatting and layouting as possible (will be done by us)
  • Citations: you support us by using APA style

Art & Craft pillar and posters

  • Deadline for submitting contributions (at least an extended abstract): March 31, 2014
  • Feedback from organizers: latest April 15, 2014 (or earlier when received earlier)
  • Camera-ready extended abstracts: May 1, 2014
  • The papers shall be written in English
  • Extended abstract (description of the contribution with maximum 12,000 characters) including references, figures and tables, contact information
  • Uploaded as PDF and .doc or .docx format in the conference management system
  • As less formatting and layouting as possible (will be done by us)
  • Citations: you support us by using APA style