Special Session 4
Gamification of Education and Game-Based Learning
Description
This special session, themed "Gamification of Education and
Game-Based Learning", addresses critical challenges in
modern pedagogy, including declining student engagement,
insufficient intrinsic motivation for mastering complex
subjects, and the persistent gap between theoretical
knowledge and practical application. By integrating
principles from game studies, instructional design, and
learning sciences, this session explores how playful
approaches can transform educational experiences across
disciplines and levels.
The session examines gamification and game-based learning
through multiple theoretical and practical lenses. It
considers classical models rooted in extrinsic motivation
(points, badges, leaderboards) alongside emerging approaches
that foster intrinsic motivation through autonomy,
competence, and relatedness. It investigates how artificial
intelligence (AI) enables adaptive and personalized game
experiences, how immersive technologies (VR/AR) create new
possibilities for situated learning, and how narrative and
aesthetic design shape learner engagement. Drawing on
theoretical frameworks of social interaction (e.g.,
Goffman's concept of involvement), the session also analyzes
how games and gamified systems create deep, focused, and
meaningful educational experiences, moving beyond simple
engagement metrics toward a richer understanding of learner
participation.
Six interconnected themes guide the discussion:
-Theoretical foundations of gamification and game-based
learning in game studies and educational research.
-Evolution from extrinsic to intrinsic motivational models
in gamified design.
-AI-empowered innovation in adaptive and personalized
game-based learning.
-Integration of immersive technologies (VR/AR) into playful
learning environments.
-Game design principles: mechanics, dynamics, aesthetics,
and storytelling.
Session organizer
Assoc. Prof. Anton Sukhov, The Ural Federal University, Russia
The topics of interest include, but are not limited to:
▪ Gamification and Game-Based Learning as Applied
Educational Discourses of Game Studies
▪ The Use of Classical (based on the principles of extrinsic
motivation) and the Latest (based on the principles of
intrinsic motivation) Models of Gamification in Education
▪ AI-Empowered Innovation in Gamification and Game-Based
Learning
▪ Integration of Immersive Technologies (VR/AR) into
Game-Based Learning Environments
▪ Game Design Principles: Mechanics, Dynamics, Aesthetics,
and Storytelling in Learning Contexts
▪ Adaptive Gamification: Personalizing Learning Paths Based
on Player Behavior and Data
▪ Assessment and Evaluation of Learning Outcomes in
Game-Based Contexts
▪ Ethical Issues of Gamification and Game-Based Learning
Submission method
Submit your Full Paper (no less than 5 pages with two
colums) or your paper abstract-without publication (200-400
words) via
Online Submission System, then choose Special
Session 4 (Gamification of Education and Game-Based Learning)
Template
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Introduction of session organizers
Assoc. Prof. Anton Sukhov
The Ural Federal University, Russia
Dr. Anton Sukhov is an associate professor (since 2012) at
the Ural Federal University, Ekaterinburg, Russia, and a PhD
in Cultural Studies (2008). He is one of the founders and
leading researchers in game studies in Russia. In 2012, he
created (the first in Russia) an electronic educational
course on game studies. Dr. Anton Sukhov has been awarded
numerous Russian and international scientific awards and
honorary diplomas. Dr. Anton Sukhov regularly attends and
chairs sections of international scientific conferences on
e-education, game studies, game-based learning,
gamification, and virtual reality (in the United Arab
Emirates, Turkey, Macedonia, France, UK, Denmark, Japan,
China, Russia, and other countries). His research papers
were ranked in the Top 2% on Academia.edu. In 2022, his
article was awarded the “Best Paper” status at the
e-Education Conference in Japan. Dr. Anton Sukhov was an
invited speaker and chairman of the section at the ISETM
2025 conference at Guangzhou University. His main areas of
research are game studies, educational, ethical, religious
and aesthetic discourses of video games, cultural
studies, visionary experience, game-based learning and
gamification.