ECGBL 2026 - 20th European Conference on Games Based Learning
Date2026-09-30 - 2026-10-01
Deadline2026-03-10
VenueTechnische Universität Darmstadt, Germany 
KeywordsGame based learning; Serious games; Playful eduction
Topics/Call fo Papers
Games-Based Learning (GBL) Theories and Models
Exploration of theoretical frameworks underpinning games-based learning.
Models that explain how and why games enhance learning.
Cognitive and motivational theories related to gameplay and learning outcomes.
The role of experiential learning and constructivism in game-based environments.
Game Design for Education
Best practices in the design and development of educational games.
Principles of gamification and how they can be applied to non-game contexts.
User experience (UX) and user interface (UI) considerations for educational games.
Collaboration between game designers, educators, and subject matter experts.
Serious Games for Skill Development
Use of serious games to teach complex skills such as problem-solving, critical thinking, and teamwork.
Case studies of games developed for professional training, including sectors like healthcare, military, and business.
Games for soft skills development, including communication, empathy, and leadership.
Assessing the effectiveness of games for skill acquisition and retention.
Gamification in Learning
Application of gamification techniques to enhance motivation in traditional learning environments.
Analysis of reward systems, leaderboards, badges, and progression mechanics.
Gamification in corporate training and adult education.
Balancing gamification elements with educational objectives.
Assessment and Evaluation in Games-Based Learning
Methods for assessing learning outcomes in game-based learning environments.
Use of analytics to measure engagement, progress, and knowledge retention in games.
Adaptive learning and personalization through games.
Challenges in standardizing assessment methods for GBL.
Games for Social and Emotional Learning
Role of games in developing social-emotional skills, including empathy, resilience, and cooperation.
Multiplayer and collaborative games that foster teamwork and communication.
Addressing bullying, inclusion, and diversity through games.
Games designed to build emotional intelligence and self-regulation.
Technology and Innovation in Games-Based Learning
Emerging technologies in game-based learning, such as virtual reality (VR), augmented reality (AR), and artificial intelligence (AI).
Use of mobile and tablet games for education.
Integration of interactive simulations and immersive experiences in learning.
Exploring the potential of mixed reality and AI-driven adaptive learning systems.
Games for Specific Learner Groups
Games designed for early childhood education and primary school students.
GBL approaches for secondary and higher education.
Accessibility considerations for learners with special needs.
Games tailored to adult learners and lifelong learning contexts.
Games-Based Learning in Formal and Informal Settings
The role of games in formal education environments, including schools and universities.
Use of games in informal and non-traditional learning settings, such as museums, libraries, and after-school programs.
Community-driven game-based learning initiatives.
Games for public awareness campaigns and societal impact.
Cultural and Ethical Aspects of Games-Based Learning
Exploration of cultural contexts and their impact on game-based learning design and reception.
Ethical considerations in the use of games for education.
Addressing biases, stereotypes, and representation in educational games.
Discussion of privacy, data security, and the digital well-being of learners in game-based environments.
Exploration of theoretical frameworks underpinning games-based learning.
Models that explain how and why games enhance learning.
Cognitive and motivational theories related to gameplay and learning outcomes.
The role of experiential learning and constructivism in game-based environments.
Game Design for Education
Best practices in the design and development of educational games.
Principles of gamification and how they can be applied to non-game contexts.
User experience (UX) and user interface (UI) considerations for educational games.
Collaboration between game designers, educators, and subject matter experts.
Serious Games for Skill Development
Use of serious games to teach complex skills such as problem-solving, critical thinking, and teamwork.
Case studies of games developed for professional training, including sectors like healthcare, military, and business.
Games for soft skills development, including communication, empathy, and leadership.
Assessing the effectiveness of games for skill acquisition and retention.
Gamification in Learning
Application of gamification techniques to enhance motivation in traditional learning environments.
Analysis of reward systems, leaderboards, badges, and progression mechanics.
Gamification in corporate training and adult education.
Balancing gamification elements with educational objectives.
Assessment and Evaluation in Games-Based Learning
Methods for assessing learning outcomes in game-based learning environments.
Use of analytics to measure engagement, progress, and knowledge retention in games.
Adaptive learning and personalization through games.
Challenges in standardizing assessment methods for GBL.
Games for Social and Emotional Learning
Role of games in developing social-emotional skills, including empathy, resilience, and cooperation.
Multiplayer and collaborative games that foster teamwork and communication.
Addressing bullying, inclusion, and diversity through games.
Games designed to build emotional intelligence and self-regulation.
Technology and Innovation in Games-Based Learning
Emerging technologies in game-based learning, such as virtual reality (VR), augmented reality (AR), and artificial intelligence (AI).
Use of mobile and tablet games for education.
Integration of interactive simulations and immersive experiences in learning.
Exploring the potential of mixed reality and AI-driven adaptive learning systems.
Games for Specific Learner Groups
Games designed for early childhood education and primary school students.
GBL approaches for secondary and higher education.
Accessibility considerations for learners with special needs.
Games tailored to adult learners and lifelong learning contexts.
Games-Based Learning in Formal and Informal Settings
The role of games in formal education environments, including schools and universities.
Use of games in informal and non-traditional learning settings, such as museums, libraries, and after-school programs.
Community-driven game-based learning initiatives.
Games for public awareness campaigns and societal impact.
Cultural and Ethical Aspects of Games-Based Learning
Exploration of cultural contexts and their impact on game-based learning design and reception.
Ethical considerations in the use of games for education.
Addressing biases, stereotypes, and representation in educational games.
Discussion of privacy, data security, and the digital well-being of learners in game-based environments.
Other CFPs
- 21st European Conference on Innovation and Entrepreneurship
- 27th European Conference on Knowledge Management
- 25th European Conference on Research Methodology for Business and Management Studies
- 25th European Conference on Cyber Warfare and Security
- 10th Edition of International Conference on Traditional Medicine, Ethnomedicine and Natural Therapies
Last modified: 2025-12-17 00:29:23
Share Your Research, Maximize Your Social Impacts

