gaming

Uutiset

Call for Papers on Game Based Learning closes today!

19 Toukokuu 2011

eLearning Papers seeks contributions about Game Based Learning in both sections: In-Depth and From the Field. Deadline June 3, 2011

In parallel to the phenomenal rise of the digital game development industry through time, the acceptance of games in other sectors has also been changing. Computer game skills have been increasingly applied in almost all areas of human activity within modern societies. Digital games have now been embraced by the academic research community as a research topic, as well as discovered by the education sector as a highly interactive media that can support and foster learning. As a popular and powerful media, computer games are being considered for use in various education and training settings to motivate learners, to focus their attention, and to help them to construct meaningful and permanent records of their learning.

 

Games have high presence in informal segments of learning – but in formal education, games are still often seen as an unserious activity and the potentials of games for learning remain undiscovered. However, when evaluating games with their children, 85% of parents believed that computer games contributed to learning as well as providing entertainment.

 

Beside fantasy and fun elements, games have potential to foster players’ ability to communicate and interact with others during gameplay. Computer games can help players to think critically when they are required to construct connections between virtual and real life. Game-like learning environments can provide motivating interdisciplinary learning settings, creating opportunities that could improve student collaboration skills as well as help them learn new concepts and synthesize new information. Games have also been praised for the potential they offer in learning business leadership and other skills by practicing in a safe environment.

 

The potential of Game Based Learning (GBL) is still underestimated. It can play a major role in renewing learning as it is perceived by learners in all levels of education and training systems. eLearning Papers seeks contributions about mixed realities, virtual worlds and gaming in both sections: In-Depth and From the Field.

 

We specifically invite contributions which address one or several of the following issues:

  • Innovative game based learning technologies, applications, tools and environments
  • 3D virtual worlds supporting learning, e.g. in language learning or leadership training
  • Use of mobile games and location-based technology for learning
  • Innovative applications of mixed realities for learning
  • Use of simulations in education, corporate training and military
  • Technology for massive multiplayer online games (MMOGs) for learning
  • Interactivity design in game based learning applications
  • Player immersion and learning
  • Case studies and best practices in GBL
  • Social and collaborative aspects of GBL
  • Implementation issues associated with GBL
  • Learning design, good gameplay and instructional theory for GBL
  • Use of role plays for learning and training
  • Assessment and evaluation in GBL
  • Gender, age, cultural and ethical issues in GBL
  • Rating of games for learning
  • Accessibility of games for learning

 

The article submission has been extended to June 3, 2011 The provisional date of publishing is 14 July 2011. For further information and to submit your article, please contact:

 

Guest editor:

Professor DI Dr. Maja Pivec, University of Applied Sciences FH JOANNEUM in Graz, Austria

 

The submissions need to comply with the following guidelines:

  • Submission language: English
  • Title: must effectively and creatively communicate the content of the article and may include a subtitle.
  • Executive summary for In-depth section should not exceed 200 words.
  • Executive summary for From the field section should not exceed 50 words.
  • Keywords: up to five relevant keywords need to be included.
  • In-depth full texts: articles should range from 4,000 to 6,000 words.
  • From the field texts: texts should not exceed 1,200 words.
  • Conclusions: special importance is given to the representation of the conclusions, which should be clearly stated both in the summary and at the end of the article.
  • References: All the references must be adequately cited and listed.
  • Author profile: author name, institution, position and e-mail address must accompany each submission.
  • Images: Please send high resolution JPEG files

See the complete guidelines at: Instructions for writers

Uutiset

Mediawijs? Bewijs het maar groep 7!

08 Kesäkuu 2011

TV, internet, social media, gaming. De mogelijkheden die media bieden zijn grenzeloos. Kinderen zijn er dagelijks uren mee bezig. Maar weten ze wel hoe media werken? Wat ze er allemaal mee kunnen en wat de risico's zijn? Daarom introduceert Mediawijzer.net het spel: MediaMasters.

Een super spannend, levensecht spel dat in de klas en in de media wordt gespeeld. Waarbij leerlingen moeten overleggen, samenwerken, zelf media maken en inzicht hebben in wat er speelt. En bewust omgaan met vragen als: wat is echt en wat niet? Is iedereen te vertrouwen? Wat vertel je over jezelf? Alle leerlingen laten zien hoe mediawijs ze zijn en ontvangen na afloop hun officiële Media Master.

 

MediaMasters2011 vindt plaats in de Week van de Mediawijsheid van 21 t/m 27 november 2011. Tijdens deze week vinden in samenwerking met de openbare bibliotheken activiteiten plaats om burgers en instellingen wegwijs te maken in het gebruik van verschillende media, met het accent op digitale media.

 

Aanmelden
Scholen kunnen zich aanmelden via http://www.mediamasters2011.nl/. Het spel neemt per lesdag ongeveer één uur in beslag. Aan het spel zijn voor scholen geen kosten verbonden.

 

Over MediaMasters2011
MediaMasters2011 is een initiatief van Mediawijzer.net, een netwerkorganisatie waarin Stichting Kennisnet, NTR, het SIOB, ECP-EPN en het Nederlands Instituut voor Beeld en Geluid samenwerken.