Special Session on
Serious Games on Computer Science Learning -
21 - 23 April, 2017 - Porto, Portugal
Within the 9th International Conference on Computer Supported Education - CSEDU 2017
Martinha Piteira has an extended experience in Usability and e-Learning Systems. Since 2006 she is responsible for the management of the School of Technology’s e-Learning platform from the Setubal Polytechnic Institute. As part of EST e-Learning task force is being involved in research, design and planing of Schools e-Learning strategy. Martinha is also an active participant of the annual EUNIS (European University of Information System) e-Learning task force meeting as a school representative.
In 2003 she started her academic career joining the Setubal Polytechnic Institute and since then she taught in several computer science courses, such as Data Base Systems, Usability and Accessibility, Programing, Health Information Systems, among others.
At the Institute she is part of Multimedia and Data Based research group (MadLabs), being responsible for the work developed in the areas of Usability, Learning and Digital Games.
Currently, Martinha is working in new research area related with the use of technology and new Learning Approach in Sports Science and High Performance Sport.
Martinha Piteira has a Master degree in Information System Management from ISCTE Lisbon University Institute and at the present she is a PhD student in Information Technology and Science at the same Institute. As part of her PhD work, she also work in Serious Games and Digital Games Based Learning.
The Special Session in Serious Games on Computer Science Learning (SGoCSL) aims to bring researchers and practitioners working in innovative approaches using games in the learning process.
Serious Games are attracting a growing interest among the main actors that take part in the learning-teaching process.
Serious games are highly considered among other learning tools. Some authors indicate that these systems may play an important role in the learning process, by the ability of overcoming difficulties of some topics and by motivating students to subjects that are considered less interesting, but that are undeniable important.
The integration of the game in the learning process has a specific goal as a target: the achievement of a particular learning objective. This specific goal can be, for instance, a computer programming objective. However, there are many issues related with the use of these tools in education such as usability, collaboration, design, feedback, and several pedagogical and technological aspects, among others.
SGoCSL encourages authors to submit papers describing original work based on diverse perspectives related to Serious Games use in Computer Science Learning.
Authors are welcome to submit papers, discuss theory or research issues, demonstrate tools:
- Educational Games
- Game-based Learning
- Serious Games on computer programming courses
- Gaming Theory
- Programming Learning Tools
- Educational computer programming games design and development
- Others considered relevant to this area
February 24, 2017 (expired)
March 1, 2017 (expired)
Camera Ready and Registration:
March 13, 2017 (expired)
SPECIAL SESSION PROGRAM COMMITTEE
Faculdade de Ciências e Tecnologia, Universidade Nova de Lisboa, Portugal
IPS - ESTSetúbal, Portugal
Prospective authors are invited to submit papers in any of the topics listed above.
Instructions for preparing the manuscript (in Word and Latex formats) are available at: Paper Templates
Please also check the Guidelines.
Papers must be submitted electronically via the web-based submission system using the appropriated button on this page.
After thorough reviewing by the special session program committee complemented by members of the main conference program committee, all accepted papers will be published in a special section of the conference proceedings book - under an ISBN reference and on CD-ROM support - and submitted for indexation by Thomson Reuters Conference Proceedings Citation Index (CPCI/ISI), INSPEC, DBLP, EI (Elsevier Engineering Village Index) and Scopus.
SCITEPRESS is a member of CrossRef (http://www.crossref.org/) and every paper is given a DOI (Digital Object Identifier).
All papers presented at the conference venue will be available at the SCITEPRESS Digital Library