Extension of Call for Chapter Proposal Submissions for the

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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
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