Game-Based Learning (GBL)

News

Project GREAT Findings from online survey

06 Juni 2012

The survey is one of the tools used in the research phase for the partnership while looking to gather information about the existence and the use of games for learning and training within the partnership countries: Portugal, Austria, Italy, Romania, Turkey as well as in other European countries.


The aim of this survey was to call industry and learning organizations, within the different countries, for their cooperation and collaboration. The Target groups selected were: Trainers and Teachers; Training providers; Training VET and Higher Educational Organizations.

News

Project GREAT Expert Group Report

06 Juni 2012

In late February, in Graz, a group of experts from Romania, Turkey, Portugal, Austria, Germany, Austria and United Kingdom, selected by the different partners shared with the GREAT Team their knowledge and experience, exploring game based learning (GBL) methodologies as a useful tool for education and training.

 

The aim of this meeting was to give an insight on the training and teaching process in several European States, discussing how people can acquire new competences to the labor market, reflecting on the possibilities offered by new methodologies on learning.

Veranstaltungen

VS-Games '12 - 4th International Conference on Games and Virtual Worlds for Serious Applications

21 Mai 2012

The term 'Serious Games' covers a broad range of applications from flash-based animations to totally immersive and code-driven 3D environments where users interface with large volumes of data through sophisticated and interactive digital interfaces. This shift towards immersive world applications being used to support education, health and training activities marks the beginning of new challenges that offer real scope for collaborative and multi-disciplinary research solutions, and real opportunities for innovative development.

The conference aims to ask and search for answers to the following questions:
In what ways are games and virtual world applications effective tools?

  • What founding theories and approaches are emerging to support the field?
  • What and how can different technologies contribute to build ever better serious games?
  • What are the benefits of serious games for end-users and stakeholders? How can benefits be assessed?
  • What are the technologies (e.g. applications, platforms, engines) that are most effective in which areas and for what targets?
  • What cross-disciplinary approaches are emerging to support design, development and implementation of the technologies?
  • How and for what benefits is user generated content supported?

Researchers, developers, practitioners and decision-makers working with or applying serious games in their communities are invited to present papers in the following two main streams of the conference: games and virtual world applications for serious applications.

 

Read the Call for Papers here.

Deadline for paper submissions is 1 June 2012.

Veranstaltungen

VS-Games '12 - 4th International Conference on Games and Virtual Worlds for Serious Applications

21 Mai 2012

The term 'Serious Games' covers a broad range of applications from flash-based animations to totally immersive and code-driven 3D environments where users interface with large volumes of data through sophisticated and interactive digital interfaces. This shift towards immersive world applications being used to support education, health and training activities marks the beginning of new challenges that offer real scope for collaborative and multi-disciplinary research solutions, and real opportunities for innovative development.

The conference aims to ask and search for answers to the following questions:
In what ways are games and virtual world applications effective tools?
What founding theories and approaches are emerging to support the field?
What and how can different technologies contribute to build ever better serious games?
What are the benefits of serious games for end-users and stakeholders? How can benefits be assessed?
What are the technologies (e.g. applications, platforms, engines) that are most effective in which areas and for what targets?
What cross-disciplinary approaches are emerging to support design, development and implementation of the technologies?
How and for what benefits is user generated content supported?

 

Researchers, developers, practitioners and decision-makers working with or applying serious games in their communities are invited to present papers in the following two main streams of the conference: games and virtual world applications for serious applications.

 

Read the Call for Papers here.

Deadline for paper submissions is 1 June 2012.

Projekte

Social Mindedness in LEaring communiY

15 Mai 2012

 

The SMILEY project (Social Mindedness in LEaring communiY) gives a strong contribution in addressing social exclusion and marginalization among young students by the use of ICT as an effective educational tool integrating the conventional teaching methods. This bottom-up approach allows teachers and students to debate about the social and civic problems through a ICT-based learning methodology. Thanks to the project, Referring Teachers improve their capacity in recognizing and dealing with risky situations and behaviours among pupils, while students learn how to face daily situations in a constructive and cooperative way. To reach this purpose, an online  educational role-playing game called Your Town has been developed and implemented as a tool to raise the social awareness and sensitivity of young people towards these issues.

 

The project has been implemented through the following phases:

The first phase is aimed at the development of a specific SMILEY methodology enabling the teachers involved in the project to apply the multimedia technologies having as final aim engaging the students on different social issues and problems such as bullying, violent attitudes, ethnic and religious discrimination, etc...

The second phase is oriented to practical training of Referring Teachers in the use of ICT in education. The specific objective of this phase has been achieved through the design and implementation of integrated courses and through  the provision of specific textbooks designed to allow teachers to make the best use of digital potential and to facilitate the transmission and dissemination of the SMILEY  methodology to other teachers in the respective countries.

The third phase will be addressed to the direct involvement of students through the experimentation of “Your Town”, an educational role-playing game (ERPG) as an interactive tool of testing and stimulating the students' level of social mindedness. Through a game-based learning approach and within a safe virtual town scenario, this exciting new game encourages players age 10–16 years to think about various positive and negative social issues and situations with a view to promoting constructive, co-operative, social minded behaviour. 

Veranstaltungen

Workshop Serious Games

03 Mai 2012

Onderwijsaanbieders vinden het lastig de kloof tussen de (onderwijs) theorie en (beroeps) praktijk te overbruggen, en dergelijke meer ervaringsgerichte methoden en leermaterialen blijken nogal docent-intensief (in de begeleiding) en / of duur (in de ontwikkeling) te zijn.
De laatste jaren zijn goede ervaringen opgedaan met virtuele, online excursies als vervanger van reële veldexcursies of stages. Dergelijke leermedia worden ontworpen op basis van een authentieke casus en leerscenario dat de student in een beroepscontext volgt om bepaalde beroepscompetenties te verwerven. Vaak wordt de praktijk gemodelleerd (gesimuleerd) om effectief leren beter mogelijk te maken. Deze leermedia worden ook wel aangeduid met online serious games voor praktijkleren.

Programma
In deze eendaagse workshop maakt u kennis met de EMERGO methode en toolkit, waarbij de werkwijze wordt geïllustreerd met concrete demonstrators. U werkt voor uw eigen gebruikssituatie en onder begeleiding aan een eerste uitwerking van een casusidee waarmee uw studenten indringend, up-to-date, authentiek, competentie gebaseerd, maar ook praktisch organiseerbaar en duurzaam onderwijs kunnen ervaren.


De inhoud en planning van workshop
De workshop beslaat 1 dag met 8-12 deelnemers en omvat de volgende 4 onderdelen:

  • U ervaart zelf de (on)mogelijkheden van online serious games voor praktijkleren (1 uur).
  • U maakt kennis met de EMERGO methode en toolkit  voor ontwikkeling (2 uur).
  • U maakt onder begeleiding uw eerste ontwerp van een online serious game voor praktijkleren (2 uur).
  • Tot slot, u bepaalt uw (on)mogelijkheden en eventuele vervolgstappen met betrekking tot online serious games in een nabespreking en discussie (1 uur).
  •  

Doelgroep
Opleidingsmanagers, docenten, ICTO-medewerkers.

 

Meer informatie is beschikbaar op de website van de Open Universiteit.

Projekte

Continuing/Higher Education in Research Methods Using Games

19 April 2012

This project aims to develop a game to support students as they develop an understanding of research methods and statistics. The inductive and hypothetico-deductive reasoning that underlie research methodology require logical reasoning and critical thinking skills that are core competences in developing a more sophisticated understanding of the world. These higher level thinking skills provide the fundamental skills base required to tackle the ill-defined problems that we face in the 21st century.

CHERMUG is a two year project. The first year will start with the design based on a stakeholder and user requirements analysis, and a cognitive task analysis of methods and statistics in the domain of nursing and will end with the development of the game. The second year will focus on the evaluation of the game including supportive measures such as teacher training. Moreover, exploitation opportunities will be investigated.

The CHERMUG project is in line with the EU 2020 strategy "New skills for new jobs" and the general priorities of LLP (Lifelong Learning Programme) that funds the CHERMUG project. The LLP programme aims to promote acquiring key competences during education.

Using games to teach methods and statistics fits with the acquisition of:

  • Mathematical and basic competences in science and technology
  • Digital competences
  • Learning to learn.

The project will deliver a website with for registered members access to:

a game with which students can develop among other things an understanding of how to formulate hypothesis, select suitable methods of data analysis, identify relevant ethical issues, and interpret and discus the findings;
teacher training materials including best practice guides.
The game and the supporting materials will be available in English, Spanish, Dutch, Romanian, Finnish, French and German.

Veranstaltungen

Games For Health Europe

21 März 2012

 

Bringing together medical professionals, academics and industry leaders we strive to engage them in an innovative and groundbreaking discussion on the impact games, simulations and game-like techniques might have on us all in the near future. This is the first conference on European soil, after Games for Health conferences have been taking place annually in Boston for the past seven years. Participants are encouraged to bring their own issues and concerns to the discussion!
News

Opening Learning Horizons: eLearning Papers Special Edition 2012 released

19 März 2012

eLearning Papers Special Edition 2012 presents a selection of the best contributions from last year about Open Educational Resources, Virtual Learning Environments and Creative Classrooms. A tablet-friendly version of this edition can now be downloaded, browsed and enjoyed as an e-journal. Summaries are available in 21 languages.

eLearning Papers continues to support researchers and practitioners in the ongoing dialog about the role of ICT in education. The special annual edition 2012 focuses on Open Educational Resources, Virtual Learning Environments, and Creative Classrooms. We want to thank all our contributors for sharing their work and enriching the debate.

 

The six In-depth articles and five 'From the field' articles bring together selected contributions from last year, representing the ‘best of the best’ of eLearning Papers from 2011. Two of the articles cover three case studies of OER use in institutional contexts. Three articles address the wide spectrum of game-based learning, from schools to informal learning and language learning.

 

Learning design is addressed by three in-depth articles, while the potential of virtual mobility in higher education is explored in another. Blogathlon 2011 presents a case study of language learning and another case study looks into the potential of art-based learning interventions in eLearning.

 

Read more at www.elearningpapers.eu.

News

Program of the 2nd International Conference on Video Game and Virtual Worlds Translation and Accessibility

09 Februar 2012

The complete program of the "Fun for All: II International Conference on Video Game and Virtual Worlds Translation and Accessibility" is now available on the website. Scroll down to check all the speakers that will detail the state of art in this area of elearning today.

The conference is organised by Transmedia Catalonia Research Group and it will take place between 22 and 23 of March 2012 in Universitat Autònoma de Barcelona, Spain.

Venue: Faculty of Translation and Interpreting, Room 2