International Conference on Interactive Mobile Communication, Technologies and Learning

کنفرانس بین المللی ارتباطات تعاملی موبایل، فناوری و یادگیری

تاریخ های مهم

ارسال مقالات: 17 تیر 98

مهلت ارسال مقالات تا 15 جولای تمدید شد

اعلام نتایج داوری: 7 مرداد 98

ثبت نام: 15 شهریور 98

برگزاری: 9 و 10 آبان 98

حامیان

Mobile Technology and Gamification Session

(MTGS)

Healthcare Cognitive Science Education Training Tourism Culture Economy Smart Cities & IoT Architecture and Engineering Marketing and Advertisement :Serious Game Design and Usage of Gamification in

Overview

From the innovation perspective, concepts such as serious gaming and gamification are among the most interesting and valuable topics in the domain of interactive mobile communication technologies and learning.

A Serious Game combines a serious intention with a game’s rules and targets. They are often considered to be technological applications that use games to engage individuals in an experience through which a learning or professional training aim can be explored. However, Gamification is the application of game design elements and game principles in non-game contexts. For example, a teacher using a point system with leaderboards to make their classes more interesting is using gamification concept, despite not featuring any serious games. So, even if you aren’t seeing any serious games in your daily life yet gamification is everywhere. Intrinsic motivation and the desire for personal development are the core area for the application of gamification.

Mobile Technology and Gamification Session (MTGS) provides the opportunity for scientists, researchers, programmers and designers working in the field of Serious Game, Gamification and related areas to share their experience, novel ideas and research results in various fields and applications such as Business, Science, Health, Education and Training.

Topics

Serious Game Design and Usage of Gamification in: Healthcare, Cognitive Science, Education, Training, Tourism, Culture, Economy, Smart Cities & IoT, Architecture and Engineering, Marketing and Advertisement

Program Committee:

Session Chair: Dr. Ali Khaleghi

PhD in Information Technology, Grenoble-Alpes University, France – CERAG Laboratory
Assistant Professor,
Imam Khomeini International University (IKIU).
Control unit member,
IPM, Institute for research in fundamental science – Iranian Light Source Facility (ILSF).

Members:

Online Video Presentations

You could watch the presented articles below

Combined Approach to Diagnose ADHD: Gamifying Conners Rating Scale

Using Gamification Based on Mobile Platform in Therapeutic Interventions for Children With Dyslexia

Using Gamification Based on Virtual Reality Mobile Platform for Treatment of Adults with Amblyopia

The Use of Gamification in Evaluating Children’s Emotional Intelligence