Short webinar presenting two EC projects using and developing computer games for learning and upskilling.
GREAT Project – Lifelong learning and training - GBL for management training; http://www.projectgreat.eu/
Serious Sports – game-based learning in sports - with a link to the catalog of 35 COTS games for sports and fitness training; http://www.serious-sports.org/
Visit to a blind student's school🧑🦯🧑🦯(community medicine)
Learning with computer games for vocational sector
1. WEBINAR:
ADULT LEARNERS AND
COMPUTER GAMES
When: 28th of January 2013, from 14:00 – 14:30. (group started to gather from 13:45)
Where: via Google+ Hangouts
Timeline of the Webinar:
14:00 Informal Hangout and Welcoming of the participants
14:03 Welcome & Structure of the Webinar
Presentation & Discussion
14:25 Feedback and Goodbye
14:30 End of the Webinar
2. ADULT LEARNERS AND
COMPUTER GAMES
@MajaPivec
www.majapivec.com
http://www.engagelearning.eu/
Webinar on 28. 1. 2013, via Google+ Hangouts
3. Presented Research
• GREAT Project – Lifelong learning and training
http://www.projectgreat.eu/
• Serous Sports – game-based learning in sports
http://www.serious-sports.org/
4.
5. GREAT Project
• EU Leonardo da Vinci funded project
• October 2011 – September 2013
• http://www.projectgreat.eu/
• Co-ordinator:
APG (Portuguese Association of Human Resource
Managers), Portugal
• Partners: AIF (IT), FH JOANNEUM (AT), GAZI University
(TR), I.ZONE (RO), MERIG (AT)
• Associated and media partners
6. Expert Focus Group 26-27th February Graz, AT
a platform for international experts on serious games,
game-based learning, e-learning and training
7. Expert Statements
- Tendency that GBL is getting more value
-‐ Preparing
citizens
to
our
society
(also
due
to
technology)
- Can we afford games in education without video game
industry?
- Now the technology is available that everyone can make
its own game (important is game play and design of the
game)
- Safe environment to test hypothesis, to try out, make
mistakes and to learn from that
- Important how and when the feedback is presented
8. Expert Statements
- What is the big appeal for youngsters? Not a concept of
serious game, but serious fun i.e. fostering competences
by allowing also fun experience
- Term games can demotivate a lot of people (in terms of
learning)
- How can we use games for adults, to learn and have fun,
as a serious way
- Games need to be culturally adaptable to different
countries, different age, technology, and need to be easily
accessible
9. Conclusions
To achieve results teachers / trainers need competences to
be able to integrate digital games into the teaching,
familiarise themselves with the game-based methods and
the games themselves.
Products & Results
• State of the art report on game-based learning in training
• Training package for trainers
• Assessment tools
• On-line catalogue of games for project management
10. Further events
• Workshops and blended learning courses for trainers
Dates
for
workshops,
training
seminars
and
ongoing
ac5vi5es
will
be
published
at
h:p://www.projectgreat.eu/
• Final conference 15 – 16 September 2013, in Lisabon,
Portugal
• Special Issue of eLearning Papers (on VET) , Autumn
2013
http://elearningpapers.eu/en/elearning_papers
11. DISCUSSION 1
Do you have any experience in playing games?
What is your opinion in using digital games for
learning?
12. DISCUSSION 1
None of the participants were game players,
mainly they play basic card games or retro games
like Tetris, however they can imagine to use
games for learning, especially in the social area.
13. Serious Sports http://www.serious-sports.org/
• two year Leonardo da Vinci project, Oct. 2011 – Sept.
2013
• Coordinator: DEIS Department, Ireland
• Partners: FH JOANNEUM (AT), London South Bank
University (UK), Semmelweis University (HU), Simsoft
(TR), Scienter (IT), University of Oulu (FI)
• Aim: develop a digital sports game for training sports/
fitness coaches
• GBL repository of resources and guidelines for vocational
training of people involved in sports
14. Serious Sports http://www.serious-sports.org/
Usability Tests
of Game Input
Devices
Assessment
Assessment Method of
Matrix and Game
Game Surveys Development
Tools
Theoretical
Framework for
Assessment of
Sports Related
Games
Theoretical Framework for Assessment of Sport Related Games
16. Kinect™
for
XBOX
360™
FH
JOANNEUM
Graz
The
Nintendo
DS™
Department
of
EducaJon
and
Skills
blobo
University of Oulu
Nintendo®
Wii
Wheel™
Semmelweis
Egyetem
Testnevelési
és
SporRudományi
Kar
Nintendo®
Wii
Remote™
SimsoD
17. Serious Sports http://www.serious-sports.org/
• Serious Sports Catalogue of Digital Sports Games
• http://serious-sports.org/content/serious-sports-catalogue-
digital-sports-games
• 35 reviews of COTS
• 5 different sports gaming genres
• Usability tests of game input devices
• Using GBL methods in sports
18. DISCUSSION 2
Have you ever played movement based games?
Could you imagine to improve your fitness by
playing games?
19. DISCUSSION 2
Participants of the webinar have moderate to none
experience with movement based games; one
participant did play such games with her siblings, other
participant experienced playing a game in co-op mode
as a good demonstration of team work.