serious games

Pasākumi

VS-Games '12 - 4th International Conference on Games and Virtual Worlds for Serious Applications

21 Maijs 2012

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.

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?

Researchers, developers, practitioners and decision-makers working with or applying serious games in their communities are invited to present papers in the following two main streams of the conference: games and virtual world applications for serious applications.

 

Read the Call for Papers here.

Deadline for paper submissions is 1 June 2012.

Pasākumi

VS-Games '12 - 4th International Conference on Games and Virtual Worlds for Serious Applications

21 Maijs 2012

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.

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?

 

Researchers, developers, practitioners and decision-makers working with or applying serious games in their communities are invited to present papers in the following two main streams of the conference: games and virtual world applications for serious applications.

 

Read the Call for Papers here.

Deadline for paper submissions is 1 June 2012.

Projekti

Social Mindedness in LEaring communiY

15 Maijs 2012

 

The SMILEY project (Social Mindedness in LEaring communiY) gives a strong contribution in addressing social exclusion and marginalization among young students by the use of ICT as an effective educational tool integrating the conventional teaching methods. This bottom-up approach allows teachers and students to debate about the social and civic problems through a ICT-based learning methodology. Thanks to the project, Referring Teachers improve their capacity in recognizing and dealing with risky situations and behaviours among pupils, while students learn how to face daily situations in a constructive and cooperative way. To reach this purpose, an online  educational role-playing game called Your Town has been developed and implemented as a tool to raise the social awareness and sensitivity of young people towards these issues.

 

The project has been implemented through the following phases:

The first phase is aimed at the development of a specific SMILEY methodology enabling the teachers involved in the project to apply the multimedia technologies having as final aim engaging the students on different social issues and problems such as bullying, violent attitudes, ethnic and religious discrimination, etc...

The second phase is oriented to practical training of Referring Teachers in the use of ICT in education. The specific objective of this phase has been achieved through the design and implementation of integrated courses and through  the provision of specific textbooks designed to allow teachers to make the best use of digital potential and to facilitate the transmission and dissemination of the SMILEY  methodology to other teachers in the respective countries.

The third phase will be addressed to the direct involvement of students through the experimentation of “Your Town”, an educational role-playing game (ERPG) as an interactive tool of testing and stimulating the students' level of social mindedness. Through a game-based learning approach and within a safe virtual town scenario, this exciting new game encourages players age 10–16 years to think about various positive and negative social issues and situations with a view to promoting constructive, co-operative, social minded behaviour. 

Pasākumi

Games For Health Europe

21 Marts 2012

 

Bringing together medical professionals, academics and industry leaders we strive to engage them in an innovative and groundbreaking discussion on the impact games, simulations and game-like techniques might have on us all in the near future. This is the first conference on European soil, after Games for Health conferences have been taking place annually in Boston for the past seven years. Participants are encouraged to bring their own issues and concerns to the discussion!
Projekti

Games and Learning Alliance

02 Februāris 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

Katalogs

Droit et EPN, le Jeu !

04 Novembris 2011

Le dispositif « Droit et EPN, le Jeu ! » a été créé par un ensemble de partenaires, tous membres de l'association CRéATIF. Il a pour ambition de répondre aux besoins, souvent énoncés par les animateurs multimédia et médiateurs numériques, de pouvoir accéder à des connaissances juridiques dans l'utilisation d'Internet afin de mieux répondre aux questions du public des espaces (EPN).

Un serious game pour autour de plusieurs notions juridiques liées à l'utilisation d'Internet et du multimédia qui s'adresse en premier lieu aux animateurs multimédia et médiateurs numériques.

Raksti

Game Based Learning: Missing Connections

01 August 2011

Games are engaging and interactive to the core unlike lectures. What makes them so engaging and interactive is its in-built learning design. It has been observed that learners are more motivated and immersed into the games which lead to higher retention and effective attainment of goals of training.

Getting the right type of game model to be used in learning is a complex process but a taxonomy of Serious Games is a big help. Gaming Software’s such as Gameshow Pro, Raptivity, BRAVO! Classic, AllPlayWeb, YawnBuster, etc. provide customizable game based solutions for education, training and eLearning course creators. However, key issues raised still need to be tackled along with the evolving external environment.

 

Nevertheless, there is some food for thought for all those gaming software developing companies to look forward to accomplishing in their future game based learning solutions. The rapidly changing landscape has encouraged learning in immersive worlds using multiple media. Game based learning is undoubtedly growing enormously though certain game changing points need to be considered such as pedagogic strategy, immersive environments, organizational flexibility, constructive research, etc.

 

Moreover, a greater emphasis upon learning experiences, game-based learning is and will provide significant challenges to our institutions and teaching strategies.

Katalogs

Leadercraft

15 Maijs 2011

Un serious game est comme un jeu vidéo mais avec une finalité pédagogique. Nous vous invitons à apprendre en jouant ! Utilisant les technologies de l'intelligence artificielle, Leadercraft est en mesure de contribuer au développement des compétences personnelles comme: le leadership - la négociation - la communication - la persuasion - la gestion d'équipe - la gestion de clientèle - l'affirmation de soi - les compétences commerciales. Les scénarios que nous imaginons pour vous, permette de tester et d'améliorer toutes ces compétences et bien d'autres encore

Katalogs

Thot - Cursus Répertoires : Jeux sérieux gratuits. Avril 2011

10 Maijs 2011

Plus de 120 jeux éducatifs sur une multitude de sujets, pour tous les âges. Le jeu sérieux ou "serious game", c'est le jeu vidéo mais détourné en produit de formation. Tout en gardant son aspect ludique, il permet d'acquérir des connaissances sur des sujets multiples. Plusieurs types de jeux se cachent sous l'appellation de "serious game", c'est pourquoi nous avons retenu dans ce répertoire les jeux gratuits qui ont réellement une ambition pédagogique. Les produits sont classés en fonction de leur sujet.