IMAGINEIncreasing Mainstreaming of Games In Learning Policies Carol Usher MDR Partners With the support of the Lifelong Learning Programme of the European Union
IMAGINE aims to gather together evidence to support the use of games in learning and help develop key skills and competences: strategic thinking planning; communication application of numbers negotiating skills group decision-making data-handling eye-hand coordination About IMAGINE
The 'core' aims and objectives of the project are to: Draw together and valorise the results of previous Game Based Learning initiatives and projects across the school, adult and vocational learning. sectors. Use this evidence to influence policy makers' perceptions and actions to support a marked increase in piloting and mainstreaming of GBL. Have a significant impact on validating new learning paradigms and strategic thinking on curriculum reform. Aims and Objectives
There are 6 Partners in the Project: MDR Partners - UK Cross Czech – Czech Republic European Schoolnet (EUN) - Europe FH JOANNEUM - University of Applied Sciences - Austria Süleyman Demirel University - Turkey University of Ljubljana - Slovenia Project Partners
Resources and results will be available on the IMAGINE website IMAGINE Website
Examples of good practice case studies spread across three education levels.
For the school education sector (Comenius)
For the adult/lifelong learning sector (Grundtvig)
A selection of representatives from the leading case study projects will be invited to attend the sectoral roundtable meetingsand the Final Conference. Case Studies
The Games Directory will provide an extensive list of GBL products and services available throughout Europe. Features games categories fully searchable each game to be linked to an associated forum topic facility to rate games from 1 to 5 and to add a comment to support the rating sorting by rating, published date and most viewed Games Directory
The result of desk based research, this report identifies Game Based Learning projects within the European community and provides a description of good practice case studies spread across all levels of education. Compiled by Maja and Paul Pivec FH JOANNEUM University of Applied Sciences Final Report
IMAGINE will produce a series of recommendations to policy makers on the use of GBL. The recommendations will cover multiple dimensions of the policy making issues concerning the introduction of games in education including: education systems; individual institutions; the uses of technology; economic and financial issues; cultural and linguistic issues. Translated versions of the Recommendations will be available. Recommendations
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