Game-Based Learning (GBL)

Hankkeet

Games and Learning Alliance

02 Helmikuu 2012

GaLA is the network of excellence on serious games co-funded by the EU in the 7th Framework Programme, IST-ICT.

GALA aims to build a Virtual Research Centre aimed at attracting and coordinating research on Serious Games and disseminating knowledge and tools at an international level.

The GaLA motivation stems from the acknowledgment of the potentiality of Serious Games (SGs) for education and training and the need to address the challenges of the main stakeholders of the SGs European landscape (users, researchers, developers/industry, educators). A foundational fault issue in this context is the fragmentation that affects the SG landscape.

GALA aims to shape the scientific community and build a European Virtual Research Centre (VRC) aimed at gathering, integrating, harmonizing and coordinating research on SGs and disseminating knowledge, best practices and tools as a reference point at an international level. The other two key focuses of the project are (1) the support to deployment in the actual educational and training settings and (2) the fostering of innovation and knowledge transfer through research-business dialogue.

The NoE organizations aim to integrate their activities and resources in a long-term view structuring the activities along 3 major axes:
•    Research integration and harmonization.
      -    Strong integration among leading researchers, users and business;
      -    Strong concern on the current standards of education;
      -    Address sustainability.
•    Joint research activities.
      -    Identify key issues and address them through multidisciplinary teams, putting always the users – learners and teachers - and stakeholders in the centre of the focus;
      -    Promote Research and Development team forces that will do focused research and continuously inform the project about the latest developments in technology and education;
•    Spreading of excellence.
      -    Dissemination of the NoE achievements as a flagship EU initiative in the TEL area
      -    Strong coordination with EU TEL activities, offering a specialized focus and expertise on SGs

Tapahtumat

4th IEEE International Conference on Games and Virtual Worlds for Serious Applications (VS-Games’12)

02 Helmikuu 2012

The fourth IEEE International Conference in Games and Virtual Worlds for Serious Applications (2012) aims to meet the significant challenges of the cross-disciplinary community that work around these serious application areas by bringing the community together to share case studies of practice, to present new frameworks, methodologies and theories and to begin the process of developing shared cross-disciplinary outputs. In order to achieve this main aim the conference will pioneer new methods for bringing together and supporting communities of practice emerging in themed areas beyond the duration of the conference. Using the conference as an ignition to support a wider aspiration to form and sustain a community of practice around the field.

 

VS-Games'12 is cofunded by the European Union in FP7

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.

We invite researchers, developers, practitioners and decision-makers working with or applying serious games in their communities to present papers in the following two main streams of the conference: games and virtual world applications for serious applications. The conference will explore games and virtual worlds particularly but not exclusively in relation to:

Aims

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?
Tapahtumat

6th European Conference on Games Based Learning - ECGBL 2012

02 Helmikuu 2012

Throughout the years, ECGBL has been a great opportunity to foster the exchange of new ideas among researchers and practitioners, and to contribute to a better appreciation and a wider adoption of Game-Based Learning (GBL) in Europe. ECGBL 2012 will provide a European forum for discussions on the theme of GBL, to support researchers, teachers and students, and contribute to more engaging and effective teaching and learning practices.

At ECGBL 2012, attendees will have the opportunity to learn more about GBL by attending keynotes, presentations, workshops, and showcases, all delivered by experts in the field.

ECGBL Conference Director:

Professor Thomas Connolly, University of the West of Scotland, UK

2012 Conference Chair:

Dr. Patrick Felicia, Waterford Institute of Technology

2012 Programme Co-Chairs:

Professor Grace Neville and Dr. Sabin Tabirca, University College Cork, Ireland

Keynote Speaker:

Dr Simon Egenfeldt-Nielsen, Serious Games Interactive.

 

Uutiset

Nominierungen des E-Learning-Nachwuchspreises D-ELINA 2012 stehen fest

25 Tammikuu 2012

Die Jury mit Experten aus E-Learning und Bildungswirtschaft hat die Einreichungen gesichtet, bewertet und ihre Preis-Kandidaten in den Kategorien „Campus“ und „Professional“ ausgewählt. Zwei von ihnen werden am 31. Januar 2012 auf der LEARNTEC den Award entgegennehmen.  Die nominierten Projekte werden sich auf einer eigenen Ausstellungsfläche im Rahmen der LEARNTEC 2012 der Öffentlichkeit präsentieren (DM Arena, Stand A 50).

Folgende Einreichungen sind für den D-ELINA 2012 nominiert:

 

Kategorie „Campus“

 

Look-and-Listen-Map: Die Look-and-Listen-Map ermöglicht sehbehinderten Menschen sich durch eine digitale Weltkarte zu navigieren und so neue Routen zu erlernen. Sie stellt einen neuartigen Zugang zur Geographie dar: Die Look-and-Listen-Map generiert einen beschreibenden Text, der dem Nutzer als Schrift, als taktil wahrnehmbare Brailleschrift oder als Audio-Ausgabe zur Verfügung gestellt wird. Umgesetzt als Web-Portal wird die gewohnte Bedienung des Web-Browsers geboten, den Blinde mit Braillezeilen oder Screen-Readern nutzen. Wie in einer virtuellen Welt aus einem Text-Adventure-Computerspiel navigiert der Benutzer durch eine digitale Weltkarte: „Du stehst auf dem Pariser Platz. Vor dir beginnt die Straße Unter den Linden. Hinter dir steht das Brandenburger Tor.“ So ist der Benutzer in der Lage, entlang des Straßennetzes die Umgebung, den Stadtteil, die Stadt oder ganze Länder zu erkunden. Zusätzlich wird eine normale Karte für Nutzer mit Restsehvermögen oder für sehende Partner angezeigt.

 

Notfallpsychologie online vermitteln: „Notfallpsychologie online vermitteln“ ist ein primär auf E-Learning basierendes Seminar: Die Lehrveranstaltung „Notfallpsychologie I“ wird im Rahmen der Universitätsallianz Metropole Ruhr (UAMR) angeboten. Das Seminar besteht aus sieben Onlineeinheiten sowie drei Präsenzphasen in Dortmund. Während in den thematisch aufeinander aufbauenden Onlinephasen Elemente wie das Schreiben eines persönlichen Drehbuches zu einem Notfall und Forendiskussionen im Mittelpunkt stehen, werden in den Präsenzphasen Schlüsselkompetenzen durch den Einsatz von Rollenspielen gefördert. Die Studientexte wurden speziell für das Seminar geschrieben, Webrecherche und Onlineressourcen des Springerverlags bereichern diese Grundlage.

 

Online-Fall-Laboratorium: Das Online-Fall-Laboratorium ist eine Online-Plattform, die Videos von realen Lehr-Lernsituationen (Fallvideos) bereitstellt. Die Plattform dient der Aus- und Fortbildung von Lehrkräften, Trainern und Beratern aus allen Bereichen des Bildungssystems. Die Fallvideos spiegeln authentische pädagogische Situationen wider und sind mit unterschiedlichen Wahrnehmungsperspektiven (Teilnehmer, Kursleiter) sowie mit Theoriewissen didaktisch aufbereitet und angereichert. Das Online-Fall-Laboratorium dient der Professionalisierung von Lehrkräften: Durch die Arbeit an den Fallvideos sollen Analyse- und Problemlösefähigkeiten entwickelt, höhere kognitive Kompetenzen und multiple pädagogische Techniken gefördert, Reflexionsfähigkeiten aufgebaut sowie ein realistisches Bild der Komplexität des Lehrens und Lernens vermittelt und die Lücke zwischen wissenschaftlichem Wissen und unterrichtlichem Können geschlossen werden.

 

Kategorie „Professional“:

 

Die Trickser: „Die Trickser“ ist ein Online-Lernspiel für Bankmitarbeiter, das für Social Engineering sensibilisieren und Verständnis für Betrugsvorgänge und Angriffsmechanismen schaffen soll. Dazu nutzt das Spiel „Die Trickser“ die Methode des Rollenwechsels: Der Bankmitarbeiter wechselt die Seiten und schlüpft in die Rolle eines (angehenden) Betrügers. Von Geldsorgen getrieben, sieht er sich gezwungen, bei einer Verbrecherbande einzusteigen. Als Aufnahmeprüfung schickt der „Chef“ den Neuen auf sieben „Missionen“, in denen der Spieler aus der Ich-Perspektive typische Tricks und Taktiken von Social Engineers zum Einsatz bringt. Um ans Ziel zu kommen, muss er Informationen erschleichen, diese beim Ausspionieren clever einsetzen und Gesprächspartner geschickt manipulieren.
Das Online-Lernspiel „Die Trickser“ wurde von der GenoTec GmbH entwickelt.

 

E-Learning für die Volunteers der FIFA Frauen-WM 2011: Mit einem interaktiven Training bereitete der Deutsche Fußball-Bund (DFB) seine 3.000 freiwilligen Helfer für die FIFA Frauen-WM 2011 auf die Präsenzschulungen und den Einsatz während der WM vor. Neben bewährten Inhalten aus dem Vorjahr (2010 setzte der DFB erstmals E-Learning zur Schulung von Volunteers ein) wurden Inhalte zu allen zwölf Einsatzbereichen der Volunteers erstellt, um die Volunteers als professionelle Ansprechpartner für die Gäste der WM auszubilden. Die E-Learning-Inhalte zeichnen sich durch hohen Praxis- und Fußballbezug, multimediale Aufbereitung und hohen Interaktionsgrad aus. Die Hauptinhalte wurden um ein „Schon gewusst“-Konzept ergänzt, bei dem skurrile, lustige und interessante Fakten rund um die WM erzählt werden. Abgerundet wurde das Training durch ein eigens für die Volunteers konzipiertes Fußball-Game.
Das interaktive Training „E-Learning für die Volunteers der FIFA Frauen-WM 2011“ wurde von der Canudo GmbH entwickelt.

Web2Touch: Wissen nutzen und Wissen vermitteln mit einem Fingerzeig (Touch). Web2Touch stellt interaktive E-Books bzw. E-Learning Kurse bereit und ist speziell für die Touch-Bedienung mit dem Finger für iPad, Tablet Computer und moderne Webbrowser konzipiert. Web2Touch beinhaltet interaktive E-Books und kann als Lernsystem zur Wissensvermittlung, als Autorensystem zum Verfassen von Büchern oder Arbeiten sowie zur Vermarktung und zum Lesen von Inhalten genutzt werden. Web2Touch ist von jedem Ort, zu jeder Zeit mit einem iPad, Tablet oder Web-Browser zugänglich. Web2Touch richtet sich als Marktplatz des Wissens sowohl an Wissensnehmer als auch an Wissensgeber: Interaktive E-Books und E-Learning Inhalte stehen für Wissensnehmer gratis oder zum Kauf bereit. Spezialisten oder Coaches als Wissensgeber können ihr Wissen vermarkten oder ihr Know How vermitteln.
Web2Touch wurde von der Firma NEURONprocessing entwickelt.

 

Neben der LEARNTEC wird der D-ELINA 2012 unterstützt von der bit media GmbH, der Know How! AG und der M.I.T. e-Solutions GmbH.

Uutiset

Media & Learning Conference 2012 to take place 14-15 November 2012

17 Tammikuu 2012

The dates for the next Media & Learning Conference in Brussels have been announced, the conference will take place on 14-15 November 2012.

Aimed at policy makers, service providers and practitioners, the third annual Media & Learning Conference will build on the success of Media & Learning 2011 which attracted over 298 people from 39 countries with a packed programme of talks, discussions and demonstrations.

 

Media & Learning 2012 is being organised in collaboration with the Flemish Ministry of Education and Training and the European Commission Directorate-General for Education and Culture and will take place in the Flemish Ministry of Education and Training Headquarters in Brussels.

 

The programme will include lots of new features including debates, exchanges and online elements and will include the annual awards ceremony for the MEDEA Awards as well as presentations and inputs from all finalists in the 2012 competition.

 

Media & Learning 2012 will bring together an ever-widening community of people interested in how media can be used to support learning across all sectors, in media literacy and in the re-use of media based resources in education and training as well as broader issues related to innovation, creativity, ICT skills and digital competence.

 

Contact the organisers if you would like to be involved in the development of the conference programme. Interested individuals, project teams, institutions and organisations are invited to submit proposals to give presentations, demonstrations and workshops at this conference, the closing date for submissions is 1 June 2012.

 

More information including the public call for input will be available from the Media & Learning Conference website shortly: http://www.media-and-learning.eu.

 

To read the public report about the Media & Learning Conference 2011, you can download it from the online press and publications page.

 

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Hankkeet

Digital Games for Empowerment & Inclusion

11 Tammikuu 2012

The Digital Agenda for Europe aims at the overall objective of having everyone connected and empowered, which poses special challenges towards disadvantaged parts of the population, to be included. In this respect, research shows that the digital games industry is expected to grow in the future. Developing a Digital Games industry can contribute offering a key instrument to fulfill these opportunities and addressing the key challenges set out in the Digital Agenda for Europe.

Within a scenario of rapidly increasing convergence of digital technologies and integration of media services, the role of the creative content industry is expected to increase accordingly and the video games software industry plays a major role. In this general context, Digital Games use the platforms and techniques of the videogame industry to create products and services and have a potential to further education, health, public policy, government or corporate training, and strategic communication objectives.

 

Digital Games with useful objectives going beyond the simple fun of playing may serve social purposes like inclusion, health, skilling, learning and other public services, where their action complements more classical approaches. Because of their ludic dynamics, they are usually very welcome to different kind of public (not only youngsters) and this is their strength.

 

Considering that the video games industry is going through a period of change, including significant transformation in the value chain, Digital ‘Serious’ Games thus offer opportunities not only for the existing actors but also to new entrants with expertise in training, simulation, healthcare and social inclusion.

 

Objectives

The aim of the exploratory study is to better understand:

  • what are the industrial, market, social opportunities and limitations of Digital Games for users' empowerment and as a tool for socio-economic inclusion of people at risk of exclusion (such as youth at risk, migrants, elderly, unemployed, low-educated);
  • what are the technological, market, implementation, adoption and policy challenges of creating this potential and if and how policy actions could address the challenges identified.

 

Activities

The research will carry out the following activities:

1. Analysis of the State of Play of Digital Games for Empowerment and Inclusion

This analysis will specifically look at exploring the supply side, including various typologies of digital games, technological platforms; current knowledge of market diffusion and adoption; the state of the art of research and existing practice, as well as identifying the key actors involved in the domain. The goal of this analysis will be to define key (technological, research, policy, industry/market, social, economic) opportunities and challenges of putting Digital Games at the service of empowerment and social inclusion purposes, and to gather evidence of impact in this domain.

2. Vision Development

Building on the consolidated version of the Report of the State of Play, on the opportunities and key challenges identified, through a consultation process among EC policy officers, a common vision of the possible future application of Digital Games for Empowerment and Inclusion will be defined.

3. Development of a Roadmap for Action through Stakeholders' Consultation A multi-stakeholders consultation will be organized to enable a broader dialogue and engage stakeholders, validate the vision defined, identify stakeholders actions and build consensus on possible EC research and policy options to support the vision.

 

This study is co-funded by the Information Society Unit of the JRC-IPTS and DG INFSO ICT for Inclusion Unit. The JRC-IPTS conducts the study in collaboration with selected external experts in the domain of Digital Games and ICT for Social Inclusion.

 

JRC-IPTS is looking for examples of successful initiatives from across the world on the use of Digital Games for Empowerment and Inclusion, and for the participation of experts from research and practice in the development of the vision and roadmap. Please contact the Project Leader and the Scientific Coordinator if you wish to contribute to the future of Digital Games for Empowerment and Inclusion.

Hakemisto

EU Kids' Corner

10 Tammikuu 2012

The EU Kids' Corner contains a selection of games for children and young people aged from 6 to 16. The games are available in 22 EU languages and have all been produced by EU institutions.

For teachers

If you are looking for teaching material, 'Teachers' Corner' also hosts free teaching material about Europe in general and important policies in particular. There are colouring books, leaflets and information packages and much more, also divided into different age categories.

Hankkeet

Game Based Learning on Education and Action Training

06 Tammikuu 2012

The Project GREAT – Game-based Learning Research in Education and Training Action is a project funded by the Leonardo da Vinci Multilateral Projects – Transfer of Innovation with the purpose  to provide a methodology and a way to use Game-Based Learning by Training Companies/Organizations (focusing on SMEs and on the Social Economy) and VET organizations (including Higher Education) trough the knowledge producers and distributors: Trainers and Teachers.

"We talk about creative learning. However, all learning involves some form of destruction, some form of creation and/or particular co-creation...(…) Learn to create, learn how to create disruptions, learning to create innovation, learning to live together to collaborate. But if Learning and Technology, together, can build and host its core in the destructive potential of creativity and, by extension, of the collaboration, the need for meaning in all this is imperative. It is crucial to making sense of all forms of learning: informal, formal, not formal."

Roberto Carneiro in Conference Book Creative Learning & Innovation: 2009.

 

With the purpose  to provide a methodology and a way to use Game-Based Learning by Training Companies/Organizations (focusing on SMEs and on the Social Economy) and VET organizations (including Higher Education) trough the knowledge producers and distributors: Trainers and Teachers.

 

Products and Results will be:

  1. Documented methodologies for developing and implementing game-based learning for training and higher education actors and for the learning community in general.
  2. Needs analysis assessment instruments for developing and implementing game-based learning for training and higher education actors.
  3. Learning content and training methodologies (b-learning) for trainers and teachers developing and implementing game-based learning.
  4. Workshops/seminars for supporting trainers/practitioners/teachers/tutors in developing a predictive and proactive capacity to select games for their use.
  5. Documentation:reports, compendium, proceedings, guidelines.

 

GREAT project will explore the capability to influence, to involve and to bring together in specific moments some experts and recognized European authorities for focus based learning, trough their individual members and partners. Experienced users of different knowledge channels provided to the Commission, like Engage Learning, elearning papers, CEDEFOP and ETF papers, as well as members of DGEAC, DGINFSO, IPTS/JRC, DGEI and those who have access to the European learning platforms like EUCIS LLL and ETDF.

 

APG - Portuguese Association of Human Resources Managers leads the development partnership:

  • FH JOANNEUM University of Applied Sciences, Graz, Austria
  • MERIG - Multidisziplinares Institut fur Europa-Forschung Graz
  • AIF - Associazone Italiana Formatori
  • Gazy University, na Turquia
  • I.Zone Knowledge Systems

 

Hakemisto

Transformando Mundos - a viagem de Yanah e Manuel pelo planeta Terra

05 Tammikuu 2012

"Transformando Mundos - a viagem de Yanah e Manuel pelo planeta Terra" é um recurso multimédia de educação para a cidadania global, que permite trabalhar temas socialmente relevantes através de uma  história criada a partir do lema “há que conhecer outros mundos para transformar o nosso”, contribuindo para reforçar os conteúdos transversais do Curriculum nacional em todas as áreas disciplinares. O recurso encontra-se dividido em três unidades pensadas para níveis de escolaridade específicos: Pequenos Exploradores (pré-escolar e 1º ciclo), Exploradores (2º ciclo) e Super Exploradores (3º ciclo e secundário) assente numa metodologia de ensino-aprendizagem experiencial.

Hakemisto

JiVé Math 4ème « les gardiens de l’oubli »

04 Tammikuu 2012

Conçu pour le soutien scolaire, le jeu vidéo JiVé Math 4ème « les gardiens de l’oubli » peut également être utilisé en classe par les enseignants. Il développe la coopération et la pensée scientifique. Il permet la personnalisation de l’apprentissage dans des classes hétérogènes, et propose un environnement immersif avec des mises en situations virtuelles d’expériences de la vie réelle.