Digital Games in Education publishes theoretical perspectives, methodological developments and high quality empirical research that demonstrate whether and how applications of instructional/educational digital games lead to improvements in formal and non-formal education at all levels, from early years through to higher, technical and vocational education, professional development and corporate training.
Digital Games in Education publishes research employing a variety of qualitative and/or quantitative methods and/or mixed approaches. Empirical articles are expected to report on significant research studies. These may report qualitative, quantitative or mixed methods studies and need to be of a high scholarly quality. Empirical articles need to include: a clear methodology (including information on sampling and analytical process); substantive evidence of research outputs, outcomes and impacts (e.g. of the interventions trialled, applied, or adopted). Theoretical, methodological and review articles should be critical, present a novel perspective and make an original contribution. Review and survey articles that show scholarly depth, breadth and richness are particularly welcome.
Articles may include such subjects as:
– Educational applications of digital games;
– Educational applications of gamification in digital environments;
– Design, development and application of educational digital games;
– Innovation in educational digital games;
– Digital games and gamification application in open, distance, blended and flipped learning;
– Monitoring and quality assurance;
– Formative and summative assessment in digital games;
– Cost effectiveness.