NEW DATES Call for papers for “RIO Journal” Special Issue: “Gamification and Simulation in the learning process”

Contemporary education involves a shift towards a paradigm focused on students, learning and competences (Brand-Gruwel, Wopereis & Vermetten, 2005). In today's globalized environment, the educational context needs to add methodologies and tools to obtain high-performance capabilities. In the specific context of Europe, The European Higher Education Area (EHEA) places the concept of competence as the main element in the learning process, and students as the centre of the educational model (Benito, 2009; Corpas, Bautista, Castillo, Toledo & Seghiri, 2007).

The European Commission has expressed great concern for the gap between employers' skills demands and the skills possessed by workers. A European initiative called ‘New Skills for New Jobs’ aims to help the EU and its Member States find out what jobs will be in demand in the future while ensuring that education and training systems can meet the economy’s needs (ILO, 2013). Transversal key competencies are demanded, such as problem-solving and analytical skills, self-management and communication skills, linguistic skills, and more generally, "non-routine skills" (European Commission, 2008).

The competence-based learning model requires new and valuable learning tools to allow students to develop these skills and become active constructors of knowledge rather than just passive receivers of content.
Business simulations and games provide a useful setting for students to acquire professional skills, which are much harder to acquire through traditional theory-basedlearning methods. However, the final outcome of this useful setting is not still clear in terms of the student learning, with much more evidence needed to support the real benefits of business games (Azriel, Erthal & Starr, 2005; Feinstein & Cannon, 2002; Siddiqui, Khan & Akhtar, 2008).

For this special edition (December 2016) we invite submissions of papers on “Gamification and simulation in the learning process” including the following topics:
 Serious games
 Assessment in games-based learning
 Use of mobile games for learning
 Location-based technology for game-based learning
 Location-based technology for game-based learning
 Business simulation for learning
 Innovative games and tools for learning
 Social and collaborative aspects of games-based learning
 Competence-based learning with games and simulations
 Cross-cultural comparison in games and simulation based learning
 Participants’ perceptions using simulations and games

Information about online submission of manuscript and formatting requirements can be found here.
Articles submitted to the Editorial Committee must not have been previously published and may not be simultaneously under consideration at other academic journals.

Submission details

Extended abstract submission: September 30, 2016

Full paper submission: November 30, 2016
Final version of articles: January 31, 2017

This Special Issue will be published in June 2017.

For further information contact: analisi.social@urv.cat

Author guidelines:
http://www.revista-rio.org/index.php/revista_rio/about/submissions#authorGuidelines

References
Azriel, J. A., Erthal. M. J. & Starr, E. (2005). Answers, questions, and deceptions: What is the role of games in business education?. Journal of Education for Business, 81, 9-13.

Benito, D. (2009). Aprendizaje en el entorno del e-learning: estrategias y figura del e-moderador. Revista de Universidad y Sociedad del Conocimiento, 6 (2). 1-8.

Brand-Gruwel, S., Wopereis, I. & Vermetten, Y. (2005). Information problem solving by experts and novices: analysis of a complex cognitive skill. Computers in Human Behavior, 21, 487-508.

Corpas, G., Bautista, R., Castillo, C., Toledo, C. & Seghiri, M. (2007). Entornos de formación en red: tutoría Online. e-learning y e-moderación para la enseñanza-aprendizaje de la traducción científica. Revista Electrónica Teoría de la Educación:
Educación y Cultura en la Sociedad de la Información, 8 (2), 162-178.

European Comission (2008). New Skills for New Jobs. Anticipating and matching labour market and skills needs. SEC(2008) 3058.

Feinstein, A. H. & Cannon, H. M. (2002). Constructs of simulation evaluation. Simulation&Gaming, 33, 425-440.

ILO - International Labour Organization (2013). Global employment trends 2013: Recovering from a second jobs dip. International Labour Office. Geneva: ILO, 2013.

Siddiqui, A., Khan, M. & Akhtar, S. (2008). Supply chain simulator: a scenario-based educational tool to enhance student learning. Computers & Education, 51(1), 252-261.