CFP: Edited Collection on Educational Gaming
Design and Implementation of Educational Games: Theoretical and Practical Perspectives
Call for Chapters
a book edited by: Pavel Zemliansky, Ph.D and Diane Wilcox, Ph.D
both James Madison University)
Proposal Due Date: December 15, 2008
To be Published by IGI Global
Introduction to the Subject Area
Video and computer games offer players a high degree of interactivity, and their popularity among people of different ages is unquestionable. In recent years educators took notice of this phenomenon and began integrating games into their teaching. This increased attention has resulted in the adaptation of some commercially available video and computer games for educational purposes, as well as the development of new, "education-specific" games. The use of games allows teachers and learners to simulate rich multimedia learning experiences which might otherwise not be possible. It allows learners to become immersed in "real life-like" environments while affording their teachers an opportunity to custom-create learning situations, tasks, and problems. The resulting learning and teaching processes are problem and project centered, as well as participatory. Both of these qualities are desirable for creating an active learning environment.
Purpose of the Book
The overall mission of the book is to provide a comprehensive overview of educational uses of computer and video games, covering both theoretical and practical aspects of the topic. We would like to look at educational gaming through the following lenses: rhetoric; narratology; games as persuasive texts; educational and learning theories; games as social environments; use of gaming in professional communication and other professional training; pedagogical practices for games implementation, and so on. The publication will feature essays of 8000-10000 words, discussing various topics and issues pertaining to the theory and practice of educational gaming. We would like to receive essays which are both theoretical and practical. However, any discussions of practice of educational game implementation, such as curricular integration or design issues, should be grounded in gaming, rhetorical, educational, or other theory.
Audience for the Book
* Teachers in any field where educational gaming is used now or can be used in the future (science and technology, business, education and on-the-job training, humanities, and so on)
* Students (both graduate and undergraduate) and trainees in those fields
* Scholars and researchers in gaming theory, communication theory, rhetoric, business, computer science, graphic design, and related fields
* Managers and in-house company trainers who wish to explore the potential of games and participatory learning in their programs or enterprises
Recommended Content Areas
We suggest the following content areas for submissions, although if contributors have other ideas, we will gladly listen:
* gaming theory
* video and computer games as persuasive "texts"
* design theory
* social aspects of games and gaming
* motivation and games
* the psychological aspects of computer games
* use of 3-D games to develop spatial ability
* game design for different audiences
* educational games for adult learners
* using simulations in professional education and training (government, industry, military, etc.)
* conception, design, and implementation of educational games
* integration of games with the goals and objectives of specific educational curricula and courses
* practical classroom strategies for teaching and learning with games
Prospective authors are invited to submit chapter proposals of 500-600 words on or before December 15, 2008. In their proposal, prospective authors should clearly explain:
* The purpose and the contents of their proposed chapter
* How their proposed chapter relates to the overall objectives of the book
Authors will be notified of the status of their proposal and sent chapter organization guidelines by January 15, 2009. Drafts of chapters will be due by March 31, 2009.
Please send inquiries or submit material electronically (Rich Text files) to both editors at
The book is scheduled to be published by Idea Group Inc., www.idea-group.com, publisher of the Idea Group Publishing, Information Science Publishing, IRM Press, CyberTech Publishing, and Idea Group Reference imprints, in early 2010.