Game and innovative technology is becoming popular in academic research as well as commercial companies. There are more and more successful cases reported in using game and innovative technology in learning. Educators, researchers as well as game-based learning designers believe that game and innovative technology can strongly enhance learning because children are so engaged when they play game and innovative technology. They also find that using game and innovative technology in learning can enhance learning performance and creativity.

Game and innovative technology for learning is a rapidly growing research area. Digital games include advanced computing technology while innovative technology are embedded with wireless utilized chips and sensors. These new technologies make individual and social activities to be integrated possibly in new ways and reframe long-standing research questions, ideas, and approaches to learning. Beside fantasy and fun elements, game and innovative technology have potential to enhance learners’ ability to communicate and interact with others during playing games.

Style of the workshop

This workshop provides a mini-conference, with paper presentations as well as interactive sessions for researchers and practitioners from various disciplines to exchange ideas in order to lay the foundation for this emerging research area.


The workshop committee welcomes contributions on a wide range of topics. Papers can cover various issues and aspects of Game and innovative technology enhanced learning. The scope of this workshop includes, but is not limited to, the following topics:

  • Innovative game-based learning
  • Designing game and innovative technology for different learners
  • Human factors in game and innovative technology in different disciplines
  • Usability of game and innovative technology
  • The designer’s role in game and innovative technology
  • Learner experience in game-based learning
  • Evaluation of game-based learning
  • Future trend of human factors in game-based learning
  • Use of narrative and storytelling
  • Game and stem in classroom settings
  • Serious games
  • Social and collaborative aspects of game-based learning

Paper Submission

Authors should submit papers via


Ensure that you have followed the formatting instructions in the Paper Template File.
All submissions will be reviewed by at least two reviewers.

The page limits for full paper (8-10 pages), short paper (5-6 pages).


  • Submission deadline for workshop papers: Aug 22 Sep 2, 2022
  • Acceptance notification of workshop papers: Sep 2 Sep 9, 2022
  • Final camera-ready version due for workshop papers: Sep 16 Sep 20, 2022
  • Author registration: Sep 30, 2022

GameIT workshop Chair

Ju-Ling Shih, National Central University

Program committee number

( In alphabetical order )

Chang-Hsin Lin, Tainan University of Technology, Taiwan

Chang-Yen Liao, National Central University, Taiwan

Daniel Spikol, Malmo University, Sweden

Gheorghita (George) Ghinea, Brunel University London, United Kingdom

Hercy N. H Cheng, Taipei Medical University, Taiwan

Ju-Ling Shih, National Central University, Taiwan

Ming-Puu Chen, National Taiwan Normal University, Taiwan

Shu-Hsien Huang, National Chin-Yi University of Technology, Taiwan

Tosh Yamamoto, Kansai University, Japan

Tsung-Yen Chuang, National University of Tainan, Taiwan

Valentina DAGIENĖ, Vilnius University, Lithuania

Zhi-Hong Chen, National Taiwan Normal University, Taiwan