Extension of Call for Chapter Proposal Submissions for the Handbook of Research on Gaming Trends in P-12 Education. Dr. Laffey and I are pleased to announce that there is a chapter proposal submission extension for the Handbook of Research on Gaming Trends in P-12 Education to September 30. You can use the website listed here to submit your proposals. Propose a Chapter http://www.igi-global.com/publish/call-for-papers/?dt=book-chapters I have created a Google group to discuss the development of the Handbook of Research on Gaming Trends in P-12 Education to distribute updates as the books are developed and dialog with authors: https://groups.google.com/forum/#!forum/trends-in-gaming-in-p-12-education I have included more information below on the submission of proposals and the nature of a Handbook at IGI Global Publishing. I hope to see your proposals on the site and look forward to ongoing discussions of the trends in educational games. Donna Russell, Ph.D. Assistant Clinical Professor School of Information Science and Learning Technologies College of Education University of Missouri at Columbia Information about Submission of Chapter Proposal, Chapter Guidelines and the Handbook of Research. Submission Procedure Researchers and practitioners are invited to submit on or before September 30, 2014, a chapter proposal of 1,000 to 2,000 words clearly explaining the mission and concerns of his or her proposed chapter. You use the online form to submit the 1000 words at http://www.igi-global.com/publish/call-forpapers/?dt=book-chapters. Handbook of Research A Handbook of Research is a two-volume collection of concise and focused information, providing a comprehensive assessment on inclusive topics and research methodologies, as well as an overview of key terms and definitions. IGI Global Handbooks of Research offer a sound and complete reference source for all audiences. As a result of the publishing format you have more laxity than a formal research study, e.g. a case study, to develop a topic fully with referencing to explain the concepts and your ideas about trends. You can describe previous research or ongoing research. You can develop a chapter on a topic without your research by referencing other research and concepts. Below is a formatting guide for an edited chapter but the main goal is to structure your final chapter around these topics/subtopics. Below are some of the guidelines for a chapter from the edited chapter organization document. Title of Chapter: Subtitle of Chapter ABSTRACT INTRODUCTION Describe the general perspective of the chapter. End by specifically stating the objectives of the chapter. Background Provide broad definitions and discussions of the topic and incorporate views of others (literature review) into the discussion to support, refute, or demonstrate your position on the topic. Main FOCUS OF the CHAPTER Issues, Controversies, Problems Present your perspective on the issues, controversies, problems, etc., as they relate to theme and arguments supporting your position. Compare and contrast with what has been, or is currently being done as it relates to the chapter's specific topic and the main theme of the book. Solutions and Recommendations Discuss solutions and recommendations in dealing with the issues, controversies, or problems presented in the preceding section. FUTURE RESEARCH DIRECTIONS Discuss future and emerging trends. Provide insight about the future of the book’s theme from the perspective of the chapter focus. Viability of a paradigm, model, implementation issues of proposed programs, etc., may be included in this section. If appropriate, suggest future research opportunities within the domain of the topic. Conclusion Section title should be “Conclusion”, not “Conclusions”. Provide discussion of the overall coverage of the chapter and concluding remarks. REFERENCES CALL FOR CHAPTER PROPOSALS Proposal Submission Deadline: September 30, 2014 Handbook of Research on Gaming Trends in P-12 Education A book edited by Dr. Donna Russell (University of Missouri, USA) and Dr. James Laffey (University of Missouri, USA) Introduction The term gaming has radically changed in the last few years as technologies that are mobile, multi-media, interactive, and collaborative have become more advanced and sophisticated. The process of gaming holds promise for advancing learning in P-12 education if designed and developed with educational goals and standards. Gaming in P-12 Education has the potential to develop advanced knowledge and skills required by the learners while providing a transformative educational experience for both learners and teachers. In order to understand the potential of games in P-12 education this book will bring together experts in multiple fields to develop a new understanding of the trends of gaming in education. Objective of the Book This book will provide a holistic discussion including multiple perspectives on the potential of gaming in P-12 education. As a result it will provide a definitive guide for educators, researchers and game designers on the future of gaming. The Handbook is designed in strands that will bring together experts’ and practitioners’ voices on gaming in education. The results is that the Handbook of Research on Gaming Trends in P-12 Education will be beneficial to anyone interested in how gaming is or will become a transformative aspect of P-12 education. Target Audience The target audience of this book will be composed of educators, researchers, parents, and game developers interested in engaging in a holistic dialog on the future game-based immersive virtual learning environments in P-12 education. Recommended topics include, but are not limited to, the following: There would be four strands (chapter groupings) that focus on gaming related issues. Each strand will include chapters focusing on concepts and practice. 1. Research on gaming: The research strand will include essays on related philosophies of immersive learning including constructivism, cultural historical activity theory telepresence, the evaluation of learning in immersive learning environments, the evaluation of holistic learning environments. Research on sociocultural learning theory Research on immersive learning environments design Research on gaming 2. Pedagogical Concepts and Related Practice The chapters on pedagogical trends will identify the pedagogical aspects of learning in games including problem-based learning, collaborative learning environments, immersive learning environments pedagogical issues relevant to gaming simulation-based learning research of learning in constructivist models e.g. problem-based learning, inquiry-based learning, project-based learning, simulations and case-based learning, practioners’ experiences designing, evaluating, and implementing problem-based learning, simulations, or games as immersive learning environments e.g. educators or game designers. 3. Discipline Cases These chapters will include conceptual chapters as well as research that describe current implementation or future trends in immersive learning environment in P-12 education. These chapters will focus on practical issues including lessons learned and future implications of these cases. These chapters may include cases of virtual and real-world simulations cases of real-world and virtual immersive learning. research of current game-based programs Lessons learned integrating games in P-12 learning environments. Educational game design, development and implementation. cases of games designed to develop social awareness or advanced content knowledge. 4. Gaming Trends These chapters will be descriptive cases of new games or gaming related technologies. These chapters will focus on highly innovative new aspects that are being developed or in planning. These chapters may describe learning analytics for understanding and evaluating learning games, new or future applications, products, mobile learning, interactive and multimedia components trends in delivery systems and/or learning managements systems in games innovative interactive components such as motion sensors or haptic devices innovative design features or devices such as mobile learning environments game design and relevant innovation position papers on trends in innovation conceptual chapters on the potential of virtual immersive learning environments, games, in education Submission Procedure Researchers and practitioners are invited to submit on or before August 30, 2014, a chapter proposal of 1,000 to 2,000 words clearly explaining the mission and concerns of his or her proposed chapter. Authors of accepted proposals will be notified on or before September 30, 2014 about the status of their proposals and sent chapter guidelines. Full chapters are expected to be submitted by December 30,2014. All submitted chapters will be reviewed on a double-blind review basis. Contributors may also be requested to serve as reviewers for this project. All proposals should be submitted through the "Propose a Chapter" link at the bottom of this page. Publisher This book is scheduled to be published by IGI Global (formerly Idea Group Inc.), an international academic publisher of the Information Science Reference (formerly Idea Group Reference), Medical Information Science Reference, Business Science Reference, and Engineering Science Reference imprints. IGI Global specializes in publishing reference books, scholarly journals, and electronic databases featuring academic research on a variety of innovative topic areas including, but not limited to, education, social science, medicine and healthcare, business and management, information science and technology, engineering, public administration, library and information science, media and communication studies, and environmental science. For additional information regarding the publisher, please visit www.igi-global.com. This publication is anticipated to be released in 2015. Important Dates September 30, 2014: Proposal Submission Deadline October 30, 2014: Notification of Acceptance December 30, 2014: Full Chapter Submission February 28, 2015: Review Results Returned March 30, 2015: Revised Chapters Due April 30, 2015: Final Chapter Submission Please submit your proposals for chapters for Handbook of Research on Gaming Trends in P-12 Education using the IGI Global website: Propose a Chapter link: http://www.igi-global.com/publish/call-for-papers/?dt=book-chapters Inquiries can be forwarded to Dr. Donna Russell Assistant Clinical Professor School of Information Science and Learning Technologies University of Missouri 314.210.6996 E-mail: russelldl@missouri.edu