serious games
I MOOC di apprendimento basato sul gioco per la promozione dello spirito imprenditoriale
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.
LEARNTEC 2013 - The digital relevance of life-long learning
LEARNTEC is the leading international trade fair and convention for vocational education, learning and information technology and is scheduled to take place between 29 and 31 January 2013 at the Karlsruhe Trade Fair Center. It has been established for many years as the sector meeting place for e-learning providers and players in the field of vocational education and the focus of next year’s event will be on “Future Learning”.
Mobile learning, games and social learning: there is no mistaking the technological trends in the world of learning, and these developments are also reflected in the LEARNTEC 2013 motto: “Future Learning”. The convention is also dealing with topics from daily practice, including blended learning, the introduction of e-learning and virtual classrooms. Among the management themes covered, employer attractiveness, professional careers and performance management are areas of particular focus. A number of new fields will also be highlighted, including education for the “50+” generation, innovative interfaces and digital publishing.
LEARNTEC follows up on its success with highly relevant, up-to-date topics. LEARNTEC was rated as far and away the most important one among education fairs and conventions by MMB Learning Delphi 2012. A large majority of experts surveyed – 82 percent – considered LEARNTEC to be the go-to event for digital learning, while 89 percent of e-learning providers were of the same opinion.
According to PricewaterhouseCoopers’ “Global Entertainment and Media Outlook: 2012-2016” publication, digital learning media are set to grow by 12.1 percent annually over the next five years, whereas the non-digital media market is only expected to grow by 2.8 percent per year. This is why LEARNTEC will be featuring the debut of e-PUB@LEARNTEC, an interactive café that will serve as a meeting point for everyone dealing with digital learning media such as e-books and apps. All issues having to do with e-publishing will be up for discussion in a relaxed café atmosphere.
LEARNTEC 2013 once again has a wealth of highlights in store, with organisers being careful to ensure that there is a healthy mix. The event will kick off with two keynote addresses: Prof. Barbara Ischinger from the OECD will be talking about “Creating quality jobs by leveraging education, skills and migration”, while Prof. Dieter Kempf, CEO of Datev and President of BITKOM, for the first time serving as a conceptual partner to LEARNTEC, will be exploring learning scenarios for 2020. On the first day of the event, a high-calibre discussion group featuring Prof. Dr. Peter Vorderer and Prof. Dr. Gerhard de Haan will take a look at the topic of “digital relevance”, offering a counterweight to current theses about computers not benefitting the educational process. New York-based Colleen Macklin, an internationally renowned professor specialising in games, will be brought on board for the Wednesday programme, while the final day will once again be devoted to the issue of motivation, as successful trainer Dr. Frädrich will be showing ways to escape from demotivation. During LEARNTEC, Karlsruhe Trade Fair Center will also be playing host to the Baden-Württemberg media day, which is focusing on “The role of mobile media in children’s media”.
The 21st LEARNTEC is to take place at Karlsruhe Trade Fair Center from 29 January to 31 January 2013.
EC-TEL 2013: Eighth European Conference on Technology Enhanced Learning
The European Conference on Technology Enhanced Learning (EC-TEL) is a unique opportunity for researchers, practitioners, and policy makers to address current challenges and advances in the field. Through EC-TEL, established and emerging researchers as well as practitioners, entrepreneurs, and technology developers explore new collaborations, strengthen networks, and complement their core experience. This year's theme is "Scaling Up Learning for Sustained Impact". We invite contributions for demonstrations, workshops and project meetings, as well as original research papers. A doctoral consortium will also be organized concurrently with the workshops. Please find all details at the EC-TEL 2013 website.
Marco Marsella keynote speaker at Vs-games 2012
Marco Marsella, the Deputy Head of the newly created Unit "Inclusion, Skills and Youth" in DG CONNECT, will open the 4th edition of the International Conference on Games and Virtual Worlds for Serious Applications, VS-Games 2012 (www.vs-games2012.org), Genoa, Italy, Oct 29-31.
Marsella will give the key-note speech entitled: “Serious Games and gamification of learning: taking stock of latest EU research on Technology-Enhanced Learning”. The VS-Games Conference, this year, will be specifically focused on Serious Games, computer games ad-hoc designed for education and training.
The conference has been organized by the Game and Learning Alliance (GaLA) (www.galanoe.eu), the EU FP7 Network of Excellence (NoE) on Serious Games and by the Serious Games Society (SGS) (www.seriousgamessociety.org), an international association that has been recently founded and that will be officially presented during the conference.
Marco Marsella, the Deputy Head of the newly created Unit "Inclusion, Skills and Youth" in DG CONNECT, will open the 4th edition of the International Conference on Games and Virtual Worlds for Serious Applications, VS-Games 2012 (www.vs-games2012.org), that will take place in Genoa, Italy, Oct 29-31.
Marsella will give the key-note speech entitled: “Serious Games and gamification of learning: taking stock of latest EU research on Technology-Enhanced Learning”.
The VS-Games Conference, this year, will be specifically focused on Serious Games, computer games ad-hoc designed for education and training. The focus is guaranteed by the organization by the Game and Learning Alliance (GaLA) (www.galanoe.eu), the EU FP7 Network of Excellence (NoE) on Serious Games
The conference has been organized by the GaLA NoE and by the Serious Games Society (SGS) (www.seriousgamessociety.org), an international association that has been recently founded and that will be officially presented during the conference.
The conference will be chaired by Alessandro De Gloria, full professor of Electronic Engineering, president of the MSc course in Electronic Engineering at the University of Genoa, coordinator of GaLA and president of the SGS.
Beside Marco Marsella’s speech, the conference will host other two keynotes, by Donald Brinkman, from Microsoft Research in the US, who will deliver a speech on “Structured Signs and Infinite Games: Serious Play for Lifelong Learning” and by Pascale Xélot, leader for the European IBM Innovation Centers run by ISV & Developer Relations (IDR)., will talk on: “How to use serious games to teach business process management in an Industry context”.
The conference received a huge amount of scientific submissions. This allowed the organizers to prepare seven high quality sessions covering all major aspects of SGs, from theoretical foundations to real-world use cases, as it is shown by the session titles: SGs’ Theoretical Foundations, SG Design Principles, SG Design, SG Engineering, SG Assessment, SGs in Formal Education, SG Application Fields.
In parallel to the conference, a SG exhibition will take place, with field cutting-the-edge European and American companies showing their products and doing networking. Business-to-business speed-dating and conference crawling sessions will be held as well.
During the gala dinner, on Tuesday night at the Genoa Diocesan Museum, the GaLA awards ceremony will award the best SG, best scientific SG evaluation and best SG academic paper.
Next year GaLA will spawn a new, SG-specific conference, that will be held in Paris in October 2013.
The "Inclusion, Skills and Youth" Unit, of which Marsella is deputy head, contributes to policy development, innovation and research implementation in the areas of Inclusion, Learning and Better Internet for Kids (safer internet). Marsella worked in the Unit dealing with Safer Internet and eContent where he coordinated the Digital Content sector (Europeana, Open Data, eLearning). He has also served as project and policy officer in the Unit "Cultural Heritage & Technology Enhanced Learning". Prior to joining the European Commission he was researcher in applied AI in various research centres in Italy.
Introducing Serious Game Programming to Teacher Education at Hamburg University
This article describes a course for pre-service teachers designed to get them into touch with creating games for educational purposes while offering them various possibilities of having experiences with the benefits and the possible pitfalls of new media usage in education in general.
At the University of Hamburg, integrating new media into educational settings is a central aspect of teacher education. The introduction of Serious Game programming to teacher education supports pre-service teachers in familiarizing themselves with creative ways of utilizing the educational potential of new media for themselves as well as their students.
Hamburg University, one of the largest universities in Germany, accepts several hundred pre-service teachers per year. During their course of studies, they can choose to focus on courses in educational science aimed at deepening their knowledge about integrating new media into educational settings.
Serious Computer Games as a Teaching Tool
Serious Computer Games as a Teaching Tool - A One Stop Toolkit for Vocational Education Teachers and Trainers who want to use Serious Computer Games in their sessions but need a helping hand. Funded by the Leonardo Transfer of Innovation (TOI) stream of the Lifelong Learning Programme of the European Commission.
The project SCOGATT aims to identify Serious Computer Games (SCG), use SCG in the curriculum, and develop a workshop in which teachers will learn and be trained in using SCG in class. Another main objective is to transfer the award winning EnerCities, as an example of a successful SCG, to new settings and languages.
The Intelligent Energy Europe project, "Enercities" is an online elearning game for young people to experience energy-related implications. The goal of the game is to create and expand virtual cities dealing with pollution, energy shortages, renewable energy etc. The project has been very successful and has won national awards in both Netherlands and Germany as well as across Europe.
Making Serious Games Available to All
Ángel del Blanco Aguado works on making Serious Games universally accessible at the Universidad Complutense de Madrid's eLearning Research group. The group recently presented a paper on this topic in the Game-Based Learning workshop at ICWL 2012, in Sinaia, Romania.
Serious Games? Isn’t that an oxymoron?
If we use games in education, we can't forget the fun factor. But we also have to include, and this means working together with education experts, the pedagogical element as well. The word serious is used because the audience we’re talking about includes both children and adults—teaching business skills like teamwork management, for example.
Your current research focuses on automatic and semi-automatic tools, what exactly do you mean by that?
It’s what we’re putting into practice at our eAdventure platform: making games accessible for everyone, without a need for technical skills. The word automatic simply means that by selecting a few choice settings, creative games can be transformed for use by disabled people, for example.
Are we talking about a choose-your-own-adventure kind of website?
Well, it’s more about tackling certain program features in favor of universal access. For example, using a text speech engine means you can transform instructions into audio, so that the game becomes available to blind people. In the end, our aim is to bring universal educational content to a wider audience.
Is this being put into practice in actual classrooms?
We’ve been working on eAdventures for 6 years, and at first it’s true that teachers didn’t use games much. Our research led us to believe that, although they were keen, the games were not easily adaptable to their needs because they were diconnected from their real learning cenarios. Nowadays, however, there’s a growing interest, not only in schools, but at the university level as well, due to the increasing number of games. Also, in cases like eAdventure games, the possibility of adapting their content or creating them from scratch makes them more attractive and accessible. We've already started to hear from teachers who employ them in our community.
What does the future hold for Serious Games?
In a global sense, it’s hard to tell. Our near future involves connecting games with learning analytics so as to predict and understand the problems users encounter. Because right now there’s a lot of information and materials out there that could be used to examine students’ interaction with educational content, but it’s not being fully analyzed and interpreted.
Project GREAT Expert Group Report
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.
Social Mindedness in LEaring communiY
Il progetto SMILEY (Social MIndedness in LEarning communitY) contribuisce fortemente a risolvere i problemi dell’esclusione sociale e dell’emarginazione tra i giovani studenti attraverso l’uso delle ICT come efficace strumento educativo ad integrazione dei metodi di insegnamento tradizionali. Questo approccio dal basso consente ad insegnanti e studenti di aprire un dibattito sui problemi sociali facendo ricorso ad una metodologia di apprendimento basata sulle nuove tecnologie. Grazie al progetto, gli insegnanti coinvolti migliorano la capacità di riconoscere ed affrontare le situazioni a rischio e i comportamenti dannosi dei bambini, mentre gli studenti imparano a gestire le situazioni quotidiane in modo costruttivo e cooperativo. Per raggiungere questo obiettivo, è stato sviluppato un videogioco di ruolo educativo chiamato “La tua città” al fine di ampliare il grado di coscienza e di sensibilità dei giovani nei confronti delle suddette tematiche.
L’implementazione del progetto è avvenuta secondo le seguenti fasi:
- Scopo della prima fase è stato quello di sviluppare una metodologia specifica che permette agli insegnanti che partecipano al progetto di utilizzare le tecnologie multimediali al fine di coinvolgere gli studenti su vari temi di natura sociale come il bullismo, i comportamenti violenti, le discriminazioni etniche e religiose, ecc…
- Nella seconda fase, gli insegnanti hanno partecipato a sessioni di formazione sull’uso delle nuove tecnologie in ambito educativo. L’obiettivo specifico è stato raggiunto attraverso l’implementazione di corsi integrati e la fornitura di manuali appositamente progettati per permettere agli insegnanti di sfruttare le potenzialità della didattica multimediale e facilitare la trasmissione e la diffusione della metodologia SMILEY agli altri insegnanti dei rispettivi paesi.
- La terza fase prevede il coinvolgimento diretto degli studenti che hanno la possibilità di sperimentare un gioco di ruolo educativo (ERPG - edu role-playing game) come strumento interattivo atto a testare e stimolare il livello di apertura mentale degli stessi ai problemi di natura sociale. Attraverso un approccio ludico-educativo e nella cornice dello scenario sicuro di una città virtuale, questo entusiasmante gioco stimola i giovani dai 10 ai 16 anni a riflettere sulle situazioni positive e negative della vita quotidiana e promuove un approccio costruttivo e di cooperazione alla risoluzione dei conflitti.


