Game-Based Learning (GBL)

Articoli

I MOOC di apprendimento basato sul gioco per la promozione dello spirito imprenditoriale

09 Maggio 2013

La promozione dello spirito imprenditoriale potrebbe aiutare la società a uscire dalla crisi attuale. E i MOOC potrebbero consentire a un elevato numero di persone di iscriversi a corsi di educazione allo spirito imprenditoriale. 

 

Lo studio di caso presentato nell’articolo riguarda il MOOC “Introduzione allo spirito imprenditoriale”, che trae vantaggio dall’apprendimento basato sul gioco per sviluppare lo spirito imprenditoriale tramite una metodologia attiva nell’ambito di un MOOC aperto a tutti, ovunque.

News

MOOCs and Beyond - eLearning Papers 33 released

10 Maggio 2013

Issue number 33 of eLearning Papers focuses on the challenges and future of Massive Open Online Courses (MOOCs), a trend in education that has skyrocketed since 2008.

Guest edited by Dr Yishay Mor, Senior Lecturer at the Open University's Institute of Educational Technology (UK), and Tapio Koskinen, Director of the eLearning Papers Editorial Board, MOOCs and Beyond seeks to both generate debate and present a variety of perspectives about this new popular learning model. 

 

The emergence of MOOCs poses a set of challenges to the educational community. This new special issue of eLearning Papers aims to shed light on the way these online courses affect both education institutions and learners, and tries to find answers to some of the questions confronted by teachers and researchers.

 

Among other topics, eLearning Papers 33 explores whether MOOCs may be a viable solution for education in developing countries and analyses the role of these emerging courses in the education system, especially in higher education. Furthermore, valuable examples from the field are presented, such as the quad-blogging concept and a game-based MOOC developed to promote entrepreneurship education.

 

This issue includes 4 In-Depth articles and 6 From the Field ones:

 

In-depth articles

From the field articles

Directory

The Industry and Policy Context for Digital Games for Empowerment and Inclusion

30 aprile 2013

“The Industry and Policy Context for Digital Games for Empowerment and Inclusion: Market Analysis, Future Prospects and Key Challenges in Videogames, Serious Games and Gamification” is a report published by the European Commission’s Joint Research Centre (JRC) in 2013 aiming to help policy makers and other stakeholders in their decisions about the potential contribution to economic and social goals of the creative, cultural and technological industries that develop digital games and gamification.

The effective use of Digital Games for Empowerment & Inclusion (DGEI) of people and communities at risk of exclusion will be shaped by, and may influence the development of a range of sectors that supply products, services, technology and research. The principal industries that would appear to be implicated are the videogames industry, and an emerging “serious games” industry.

 

The videogames industry is an ecosystem of developers, publishers and other service providers drawn from the interactive media, software and broader ICT industry that services the mainstream leisure market in games, The “serious games” industry is a rather fragmented and growing network of firms, users, research and policy makers from a variety of sectors.

 

These actors are trying to develop knowledge, products, services and a market for the use of digital games and products inspired by digital games for a range of non-leisure applications.

 

Authored by James Stewart and Gianluca Misuraca, from the Institute for Prospective Technological Studies (IPTS), the report provides a summary of the state of play of these industries, their trajectories and the challenges they face. It also analyses the contribution these actors could make to exploiting digital games for empowerment and social inclusion.

 

Finally, it explores existing policy towards activities in these industries and markets, and draws conclusions as to the future policy relevance of engaging with them to support innovation and uptake of effective digital game-based approaches to empowerment and social inclusion.

Agenda

DisCo 2013: New technologies and media literacy education - special offer for CEI countries

13 Marzo 2013

Conference sub-themes:

Information and media literacy and knowledge management

Information and media literacy and lifelong learning

Information and media literacy in different cultures and environm

Information and media literacy and emerging technologies and tools (Web 2.0)

Information and media literacy in the future (Web 3.0, mobile technologies)

Gamification of learning and education

Information and media literacy and legislation, copyrights

Information and media literacy and libraries

Collaborative learning through technology

Digital badges in learning  and education

Blended learning trends

Assessment and evaluation of learning process (Learning analytics)

 

Thanks to the grant from the CEI (Central European Initiative) we are able to offer special fees.

First 18 participants from the CEI countries whose abstracts will be chosen by the program committee, we have a special offer:

Agenda

How to use Games for Learning

13 Marzo 2013

 

Bottom-Line Performance will host two ‘Game-based Learning’ webinars on 26 March and 25 April 2013. 

 

Most adult learners have had enough of Powerpoint slides, standard eLearning courses and instructor-led training. Gamification sometimes helps create a different work and learning environment by taking game elements (like points, badges, leaderboards, competition, achievements) and applying them to non-game settings. But many such initiatives fail because they don’t properly incorporate ‘fun’ into training programs. Tune into these two webinars to learn how gamification and game-based learning can succeed.

Directory

BrainPOP

26 Febbraio 2013

BrainPOP creates animated, curriculum-based content that students can interact with at school, at home, and on mobile devices. Resources are designed to support both educators and students, and include everything from movies to mobile apps on a variety of subjects ranging from Maths to Social Studies. 

BrainPOP's characters are just at home in the traditional classroom setting as they are in informal learning environments, helping introduce, explain, and illustrate complex concepts. This resource provides great tools (check out their educational apps) for tailored assessment and mobile learning, and easily fits into different learning settings, whether they be for individual, team, or whole-class learning.
 
For a primer on BrainPOP, visit their Free Stuff page. Interested in joining their free educators' community? Visit BrainPOP Educators.
Directory

Resource for Learning Chinese: Matching characters

23 Febbraio 2013

This resource, the first in a 4-part series that progressively increases in difficulty, serves as an aid in learning Chinese. The familiar matching game is applied to Chinese characters—students must look at sets of similar Chinese characters and pair up the ones that match exactly. Students can build their knowledge of simple characters by checking meanings and spoken examples. 

Agenda

A series of conferences on trends in the Information and Knowledge Society

21 Febbraio 2013

[sic] is the name of a series of conferences on trends in the Information and Knowledge Society. Our conferences take place once per month and are designed to discuss current issues about the Information Society. 

 

[sic] is an initiative by the Open University of Catalonia (UOC), the Institute for Prospective Technological Studies (JRC- IPTS) and the Junta de Andalucía (CEICE).
In this context, Debates [sic] aims at contributing to the discussion by offering a plural and enriching debate on selected topics. We will invite experts and professionals from fields as diverse as public participation, the health, education or technology, to discuss with you social relations and the challenges involved.
You may follow our sessions either at the UOC’s site in Seville, Calle Torneo 32 or via streaming.  We encourage you also to share your views via a number of social networks we offer.
The pervasive deployment of ICTs (Information and Communication Technology) is changing the way we communicate and access information; it has transformed the way we work, study and learn, the interaction with public authorities, the way we handle and generate personal and professional networks of people, and also our habits we purchase and consume products and services.
Virtually no area of our daily life remains untouched by the influence of ICTs and we can truly say ICTs is the cause of a new social, economic and cultural paradigm. This paradigm started two decades ago and it has not ceased to expand due to the technological progress to provide ever increasing storage capacity, more processing power and to ever more rapid information transmission channels. However, a bigger challenge remains uncompleted: the creation of a true information and knowledge society.


19th February
Videojuegos y aprendizaje. Mario Bros: ¿profesor o fontanero?
 
12nd March
¿Somos lo internautas irresponsables, miopes e ingenuos?
 
9th April
Que vienen los chinos: ¿Hay futuro para las TIC europeas?   
 
14th May
¡No te dejes aplastar por la infoxicación!
11th June
Sexualidad y TIC

 

News

Outside the Classroom: eLearning Papers Special Edition 2013 published!

19 Febbraio 2013

We are proud to present the 4th Special Edition of eLearning Papers. This special edition puts the spotlight on last year’s highlighted papers selected by the editorial board according to the quality of the articles, and also taking into account the feedback from our readers.

As the integration of digital media and technology in education is a policy priority throughout Europe, this special issue brings together five articles that discuss the onging transformation in schools and institutions as well as the evolution towards Open Educational practices.

 

Innovating Teaching and Learning Practices: Key Elements for Developing Creative Classrooms in Europe an article by Stefania Bocconi, Panagiotis Kampylis and Yves Punie looks at how to innovate teaching and learning practices.

 

The Ageing Brain: Neuroplasticity and LifeLong Learning by Eleonora Guglielman examines the increasingly important role of adult education in comparison to the low participation observed in training activities.

 

Children’s Experiences of Sexual Harassment and Sexual Abuse on the Internet by Mari Laiho and Katri Lampainen analyses a survey conducted by the Helsinki Virtual Community Police Team and Save the Children to investigate Child Sexual Abuse on the Internet.

 

Ellen Leenarts uses the findings of 4-year FP7 project to divulge on how apps and serious games can facilitate reflection at work, by empowering employees to learn by reflecting on their work practice and on their personal learning experiences on Reflective Learning at Work – MIRROR Model, Apps and Serious Games.

 

And finally, David Mathew and Susan Sapsed present two cases of international learners who brought with them into the learning environment some issues that were the product, not only of the age of the learner in question, but also of the geographical environment in which they studied on The International Student and the Challenges of Lifelong Learning.

 

This special edition, with summaries available in 21 languages, can be easily read on any device: computer, tablet or smartphone. We hope that you enjoy it and look forward to hearing your comments and feedback!

Agenda

XII Congreso Internacional EXPOELEARNING 2013

14 Febbraio 2013

EXPOELEARNING es un Congreso y Exposición que permite estar al día sobre la planificación, diseño, dirección y la implementación del e-learning y RRHH. EXPOELEARNING tendrá su Congreso central, con dos días de conferencias en los que intervendrán expertos en e-learning, representantes de la Aministración Pública y empreas, que presentarán iniciativas en e-learning con gran proyección internacional.

 

El XII Congreso Internacional de EXPOELEARNING contará este año con un programa de actividades renovado, con mesas de debate de alto nivel didáctico en el que se debatirá sobre diferentes implantaciones y visiones de e-learning y RRHH 2.0.
 
Bajo la temática central de "SOCIAL LEARNING", el miércoles 13 hemos estructurado mesas de debate en la que participarán reconocidos expertos, representantes de la Administración Pública y empresas, en las que se aportará una reflexión fresca, actual y experiencias concretas sobre las siguientes temáticas:
 
§   Tendencias en Social Learning: Contenidos abiertos, Gamificación y MOOCs
§   Content Curators: La reconversión de los formadores internos
§   Formación por competencias, experiencial y situada:  Aprender haciendo y Comunidades de práctica
§   Aprendizaje informal y PLEs para todos
 
El bloque de la mañana del jueves 14 estará dedicado a #CONVERSACIONES20 en el que se conversará, bajo un formato de mesas de debate, sobre la nuevas formas de gestión del talento y herramientas para nuevas organizaciones 2.0