In response to continual increases in the volume of manuscript submissions it receives, the International Journal of Game-Based Learning (IJGBL), is seeking expressions of interest from qualified individuals to join its editorial board.
The International Journal of Game-Based Learning (IJGBL) is devoted to the theoretical and empirical understanding of Game-Based Learning. To achieve this aim, the journal publishes theoretical manuscripts, empirical studies, and literature reviews. The journal publishes this multidisciplinary research from fields that explore the cognitive and psychological aspects that underpin successful educational video games. The target audience of the journal is composed of individuals working in the fields of educational games development, e-learning, technology-enhanced education, multimedia, educational psychology, and information technology. IJGBL promotes an in-depth understanding of the multiple factors and challenges inherent to the design and integration of Game-Based Learning environments.
Individuals interested in serving as reviewers for IJGBL are asked to complete the form at the following URL:
Previous experience performing reviews for academic publications is preferred but not essential.
Although remuneration is not offered to reviewers, all reviewers will be acknowledged by having their names listed on the IJGBL website.
These environments make it possible for competitors to “learn by doing” and refine their knowledge of development tools in a safe environment. Preston, Chastine, O’Donnell, Tseng and Macintyre explain that, because players are naturally creative and inclined to expand their game worlds, they are naturally attracted to game jams. This interest in game jams can also be explained by the inherent features found in game jams, such as stimulation, challenge, negativism (i.e., possibility to deviate from the organized elements of the jam), exploration, cognitive synergy or danger. According to Preston, Chastine, O’Donnell, Tseng and MacIntyre, these experiences broaden participants’ skills and network, providing useful opportunities for their future career. The authors explain that, in addition to game development skills, jams also offer many educational opportunities such as creative thinking, or computational thinking.