Innovation as a key factor Serious Games
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Innovation as a key factor Serious Games

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SGEED 2011, Politecnico di Milano, 25-27 maggio 2011

SGEED 2011, Politecnico di Milano, 25-27 maggio 2011

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Innovation as a key factor Serious Games Innovation as a key factor Serious Games Presentation Transcript

  • SGEED Serious games, education & economic development 2011 Conference Centro METID Milan, May 26, 2011 Alberto Colorni, Valeria Baudo, Matteo Uggeri
  • General purpose of the conference
    • Provide visibility to LUDUS
    • Create an event around the issue of Serious Games, with different points of view: Companies, Universities and Regional Insituions
    • Make the event more ‘involving’ for partecipants, managing workshops sessions and not only speeches
  • “ Serious Games as a training and educational tool: Different approaches and Case Studies”
    • 10:00 - 10:15 : Introduction to the Conference, Susanna Sancassani, Managing director, METID Centre, Politecnico di Milano
    • 10:15 - 10:30 : Innovation of the training languages: game as a key factor… Matteo Uggeri, METID Centre, Politecnico di Milano
    • 10:30 - 10:45 : Simulative Mind and Serious Games  Luigi Anolli – Full Professor of Communication Psychology and director of the CESCOM Centre- University of Milan-Bicocca
    • 10:45 - 11:00 : Regional policies of didactic innovation: … Barbara Ongaro – Regional Scholarship Institution of Lombardy
    • 11:00 - 11:15 Coffee break
  • “ Serious Games as a training and educational tool: Different approaches and Case Studies”
    • 11:15 - 11:45 : The Role of Serious Games and Immersive Technologies in Business … David Wortley FRSA - Immersive Technology Strategies
    • 11:45 - 12:15 : Serious Games in business: some case studies Lucia Pannese - Imaginary
    • 12:15 - 12:45 : Serious Games and Storytelling Sonia Hetzner– University of Erlangen
    • 12:45 – 13:00 , Conclusions and workshop’s introduction  
    • 13:00 – 14:00 LUNCH break
  • “ Serious Games as a training and educational tool: Different approaches and Case Studies”
    • Afternoon session:
    • WORKSHOP 1
      • Multicultural Dialogue Training: An adaptive simulation approach” in the frame of the European project ImREAL
      • Imaginary, University Erlangen Nuremberg, University of Milan-Bicocca
    • Tomorrow morning:
    • WORKSHOP 2
      • LUDUS Second Competition: Award and discussion about the use of Serious Games to boost student’s motivation“
      • METID Centre
    • Tomorrow afternoon:
    • WORKSHOP 3
      • Serious Games for reflective learning in the frame of the European project MIRROR”
      • Imaginary, University Erlangen Nuremberg, University of Milan-Bicocca
  • Innovation of the training languages: game as a key factor for motivation and learning Centro METID Milan, May 26, 2011 Alberto Colorni, Valeria Baudo, Matteo Uggeri
  • Game as a key factor for motivation and learning
    • Motivation through games:
      • Basics of games (not only videogames)
      • Three examples:
    COMPETITION CREATIVITY UEX to renforce skill and knowledge W2W vocational guidance PTS To foster creativity (through competition)
  • The features of a role-play
    • E – simulated environment (+ different roles)
    • D – difficulties to overcome (questions, actions, …)
    • R – rules of behavior
    • P – system of rewards and penalties
    • G=E+D+R+P
  • An epic win is always possible
  • Other aspects to be considered
    • How many people play
      • individual: play (+ ranking)
      • team: competition & cooperation (+ ranking)
    • In what way
      • synchronous way (es. “wins who first …”)
      • asynchronous way (es. on-line auctions)
      • blended way
    • With the support of web site, platform, chat, wiki, …and all the tools you need to make the experience more engaging
  • University Explorer Role Playing game
    • Target High school and university students
    • Area Institutional communication
    • Aim The game looks like an adventurous virtual journey into the University and provides access to any useful information to become acquainted with the University: schools, degree programme, departments, regulations, offices, regional construction and research activity.
    • Steps virtual exploration at 360° of the two locations of Politecnico di Milano:
    • I° LEVEL – Campus Leonardo da Vinci
    • I° LEVEL – in inglese
    • II° LEVEL – Campus Bovisa
    • Numbers more then 3000 students enrolled (400 foreign students)
  • University Explorer http://www.universityexplorer.polimi.it/
  • PERFORMING TEATRO SCIENZA A serious game to develop creativity in school
    • Target High school students
    • Area Fostering of scientific culture
    • Aim To develop youth creativity applied to science
    • Steps 1 - teather show about scientific themes (i.e. Brecht and Galileo)
    • 2 - laboratories in schools
    • 3 - realization of multimedia projects by the classes (and individuals)
    • 4 - winner awards
    • Numbers 1.500 involved students
  • PERFORMING TEATRO SCIENZA http://www.youtube.com/watch?v=ZywoIBRgQCo http://www.youtube.com/watch?v=twIA9ai_sXg
  • LA BUSSOLA Role playing game of WEEK TO WEEK project
    • Target High school students
    • Area Vocational guidance
    • Aim Put in evidence person’s potentialities, wishes, limits in order to let them find their professional role
    • Steps 1 month of different competitive activities focused on role playing:
      • - “how it will end?”- students try to describe how they would act in specific context presented;
      • - “sliding doors” – a specific reality will be presented and 8 possible different ends: students have to choose the one more representative of themselves;
      • - “ID card” – be the professional you like and describe it in a blog
    • Numbers 34 participants from different schools
  • LA BUSSOLA http://www.week2week.polimi.it http://progetti.metid.polimi.it/video/2011/w2w/comevaafinire.html
  • Thanks [email_address]