Game-Based Learning (GBL)

Renginiai

21st century Learning in the Health and Emergency sectors

12 Birželis 2013

This workshop pulls together technology enhanced learning solutions and experiences aimed at the health and emergency sectors, coming from different EU projects and presents the state of the art of technologies applied in real world scenarios. It will represent a space for discussing how to concretely exploit projects’ outcomes into real health and emergency practice and how to concretely make eHealth work.

Through a discussion of concrete business scenarios, together with healthcare and emergency practitioners, this workshop aims at bringing together research and market needs for reflecting on sustainable solutions that guarantee a high impact in real working settings. In other words, this workshop is conceived for people creating solutions to present their work to people from practice interested in these solutions and vice versa.

MIRROR, IMEAL and Rehab@Home, the supporting projects, invite up to 8 other projects to join this interactive workshop and to contribute with their results. 

Naujienos

Call for papers for the GREAT Lisbon International Conference on Games & Tel

11 Birželis 2013

The Great Lisbon International Conference on Games & Tel is announcing its call for submissions.

Submissions for the Great Lisbon International Conference on Games & Tel, to be held in Lisbon on the 15th and 16th of September 2013, are open until the 28th June 2013.

There are two types of submissions:

 

Oral presentation

Single papers present innovative research or practice projects. Presentation time 15 minutes per contribution including time for questions and discussion. Oral presentations will be composed of coherent groups by the program committee.

 

Poster

Posters are short research or innovative practice presentations displayed on large printed boards (1.20 x 0.84 meter; portrait format). Poster sessions will be 45 or 60 minutes long. At each poster session, many authors simultaneously present their posters and the audience circulates and stops to discuss posters of particular interest with the authors. Presenters of the posters are kindly asked to bring handouts on their poster to the session for interested visitors.

 

For more information please visit the conference submissions' section

 

Naujienos

Registration now open for the Great Lisbon International Conference on Games & Tel

13 Birželis 2013

You can now register to attend the Great Lisbon International Conference on Games & Tel that will be held in Lisbon on 15th and 16th of September 2013.

This conference will explore the new trends in Europe on the development of structured learning development of behavioral skills using digital fun games.

The paradigm shift in learning is an opportunity to blow the collaborative work of thematic networks in lifelong learning. And for that, the path should be, to give it priority in our lives and in our daily activities. Joining forces from various sources in a common field of battle by learning interests with eyes on the future.

In order to prepare ourselves to a digital inclusive era in 2020, we must bear in mind how GBL is able to avoid digital exclusion and define what must be considered as a methodology or a learning process and how games might help to achieve educational purposes.  Do you have the same sort of precautions on the subject?

Changes have to occur in training/learning programs to incorporate new learning modules; designers and producers have to work with trainers/teachers/educators and employers must participate in defining their needs.

With intent to receive your testimonials / comments and consider adding value to an European collective effort we take charge on the GREAT Conference  in Lisbon on 15 and 16 September. Join GAMES&TEL with your eyes focused on the E&T 2020 issues.

Renginiai

Great Lisbon International Conference on Games & Tel

07 Birželis 2013

To have contact with the GBL method is to know the new trends in Europe (and, come to discover, in the world) on the development of structured learning development of behavioral skills using digital fun games. (Designed to break away from serious games or gaming).

One should maintain openness to different perspectives and assume that the European practice is still very early adopter lacking depth and investment.

With intent to receive your testimonials/comments and consider adding value to an European collective effort we take charge on the GREAT Conference in Lisbon on 15 and 16 September. Join GAMES&TEL with your eyes focused on the E&T 2020 issues.

http://www.greatconference.eu/

Naujienos

MOOCs and Beyond - eLearning Papers 33 released

10 Gegužė 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

Straipsniai

Game Based Learning MOOC. Promoting Entrepreneurship Education

09 Gegužė 2013

Promoting entrepreneurship could help society overcome the crisis. At the same time, MOOCs could allow a large number of participants to enrol in entrepreneurship education.

This case study introduces the Introduction to Entrepreneurship MOOC, which takes advantage of Game Based Learning for developing entrepreneurship through an active based methodology in a MOOC open to anyone, anywhere.

Katalogas

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

30 Balandis 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.

Renginiai

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

13 Kovas 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:

Renginiai

How to use Games for Learning

13 Kovas 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.

Katalogas

BrainPOP

26 Vasaris 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.