top of page

ICCE 2026
(The 34th International Conference on Computers in Education)

Workshop and Showcase of Digital Game-based Learning and Gamification Teaching Strategies for Key Competencies Education

你的段落文字_edited.png

Style of workshop

Mini-conference

This workshop will be a mini conference. In addition to oral presentations in workshop sessions, dedicated time slots will be provided for participants to physically demonstrate the educational games they have developed.

螢幕擷取畫面 2026-06-09 154445.png
image.png
image.png
image.png

A brief description
of the workshop topic

The theme of this workshop is: Digital Game-based Learning and Gamification Teaching Strategies for Key Competencies Education. This includes utilizing or designing digital educational games, as well as applying technology combined with gamification mechanisms to cultivate key competencies (including communication skills, coordination skills, decision-making skills, planning skills, problem-solving, and various life skills and workplace competencies). The workshop will cover theoretical frameworks, game demonstrations, and presentations of relevant empirical research or experiential case studies. We welcome submissions and participation not only from scholars and experts but also from professionals in corporate organizations and education-related industries.

The NTUSTMEG team at National Taiwan University of Science and Technology, which is hosting this workshop, is currently dedicated to developing educational games that foster key competencies. Those interested are encouraged to check out these educational games. (NTUSTMEG Games)

    In recent years, international educational innovation has increasingly focused on using digital educational games for game-based learning or incorporating digital technology into gamified teaching activities. These approaches have become significant areas of research and application in innovative teaching and flipped classrooms. Digital game-based learning emphasizes designing and utilizing digital educational games to support instruction, while gamification focuses on employing key game mechanisms and elements—such as points, badges, and interactive design—to transform entire teaching activities into game-like experiences.

    Key competencies and critical skills are also global trends in school education and corporate training. Games not only enhance learning motivation and effectiveness in subject instruction but are also well-suited for cultivating essential competencies and critical skills (including communication, coordination, decision-making, planning, problem-solving, various life skills, and workplace professional abilities). While numerous studies on games exist, in-depth application of these findings to critical competency education requires further analysis and exploration. This workshop seeks submissions on the use or design of digital educational games, as well as the integration of technology with gamification mechanisms in critical competency teaching activities (covering competency education across all educational levels and workplace training in corporate organizations). We welcome research, experience sharing, and case demonstrations to foster global community interaction in applying games to critical competency education.

    This conference and exhibition will advance international researchers' and organizations' understanding of key competency education game design concepts, theoretical frameworks, and tools through paper presentations, live game demonstrations, hands-on experiences, and discussions. We invite researchers, enterprises, schools, educational institutions, and teachers interested in this topic to participate, fostering new transnational industry-academia collaborations and research partnerships.

Image by Ramón Salinero

The objectives
of the workshop

ABOUT ICCE 2026

    The 34th International Conference on Computers in Education (ICCE 2026) is organised by the Asia-Pacific Society for Computers in Education (APSCE) and will be hosted by the University of Canterbury (UC). ICCE 2026 will be held on 30th November to 4th December 2026, from Monday to Friday at the Rydges Latimer Hotel, Ōtautahi Christchurch, Aotearoa New Zealand. Pre-conference events (e.g. Doctoral Student Consortium, workshops, and tutorials) will be conducted on the first two days and the main conference will begin on December 2nd 2026.

    Accepted papers in the main conference, workshops, Early Career Workshop, Doctoral Student Consortium, Showcase of Advancements in Technology-Enhanced Learning in Underrepresented Countries (SATELUC), and Work-in-Progress Posters will be published in proceedings, which will be submitted to Elsevier for inclusion in Scopus. Proceedings of the main conference will also be submitted to Thomson Reuters for inclusion in the Conference Proceedings Citation Index.

image.png

About NTUSTMEG

This Workshop is organized by Mini-Educational Game development Group in E-learning Research Center of National Taiwan University of Science and Technology (NTUST MEG).

Official site of NTUSTMEG

c5151322-6dad-4de0-ab67-9c5ce3facbaf.jpg
3388518a-4554-4b11-b9bd-ace800f255ff.jpg
bottom of page