Your SlideShare is downloading. ×
0
Paper a dumitrache_18-11
Paper a dumitrache_18-11
Paper a dumitrache_18-11
Paper a dumitrache_18-11
Paper a dumitrache_18-11
Paper a dumitrache_18-11
Paper a dumitrache_18-11
Paper a dumitrache_18-11
Paper a dumitrache_18-11
Paper a dumitrache_18-11
Paper a dumitrache_18-11
Paper a dumitrache_18-11
Paper a dumitrache_18-11
Paper a dumitrache_18-11
Paper a dumitrache_18-11
Paper a dumitrache_18-11
Paper a dumitrache_18-11
Upcoming SlideShare
Loading in...5
×

Thanks for flagging this SlideShare!

Oops! An error has occurred.

×
Saving this for later? Get the SlideShare app to save on your phone or tablet. Read anywhere, anytime – even offline.
Text the download link to your phone
Standard text messaging rates apply

Paper a dumitrache_18-11

237

Published on

Published in: Education, Technology
0 Comments
0 Likes
Statistics
Notes
  • Be the first to comment

  • Be the first to like this

No Downloads
Views
Total Views
237
On Slideshare
0
From Embeds
0
Number of Embeds
0
Actions
Shares
0
Downloads
3
Comments
0
Likes
0
Embeds 0
No embeds

Report content
Flagged as inappropriate Flag as inappropriate
Flag as inappropriate

Select your reason for flagging this presentation as inappropriate.

Cancel
No notes for slide

Transcript

  • 1. GBL TO SUPPORT PROFESSIONAL DISTANCE EDUCATION Anisoara Dumitrache, Bogdan Logof ătu, Beatrice Almășan University of Bucharest
  • 2. OVERWIEV <ul><li>PROFESSIONAL TRAINING THROUGH DISTANCE EDUCATION </li></ul><ul><li>PILOT SITES </li></ul><ul><li>GBL SCENARIOS </li></ul><ul><li>IMPLEMENTATION IN REAL SETTINGS - RESULTS </li></ul>Games and Creativity in Education and Training 2011 (GACET’11), Rome, Italy, 17-18 November 2011
  • 3. PROFESSIONAL TRAINING THROUGH DISTANCE EDUCATION <ul><li>Characterized by flexibility, individuality , focused on student’s needs ; </li></ul><ul><li>Can insure a faster adaptation to labor market’s requests; </li></ul><ul><li>Communication between students and students – tutors ; </li></ul><ul><li>Study materials (structure, content, quantity and quality ) ; </li></ul><ul><li>Way of delivering materials; </li></ul><ul><li>Tutorial meetings; </li></ul><ul><li>Students’ particularities. </li></ul>Games and Creativity in Education and Training 2011 (GACET’11), Rome, Italy, 17-18 November 2011
  • 4. RISKS IN DISTANCE LEARNING <ul><li>Students may feel isolated and they cannot integrate in a specific learning group; </li></ul><ul><li>A re not able to take advantage of the flexibility offered; </li></ul><ul><li>Self study and self evaluation; </li></ul><ul><li>Social obligations, job and educational requirements; </li></ul><ul><li>Increased d rop-out rate compare d with traditional learning; </li></ul><ul><li>Trainers role - to maintain students’ interest and to keep them motivated during the training programme. </li></ul>Games and Creativity in Education and Training 2011 (GACET’11), Rome, Italy, 17-18 November 2011
  • 5. UNIBUC PILOT SITES <ul><li>ECDL Credis a certified testing centre for ICT competencies . The courses are addressed to a large number of persons regardless the age, profession and social status ; </li></ul><ul><li>“ CISCO CREDIS Academy” - offers IT courses (computer networks, hardware) being among first CISCO Academ ies in Romania ; </li></ul><ul><li>Centre of excellence - Entrepreneur CEEX” provide s courses focused on Entrepreneurial Education (EE) and Outdoor Education (OE). 80% of the courses are focused on business knowledge and practical skills and 20% on the outdoor education. </li></ul>Games and Creativity in Education and Training 2011 (GACET’11), Rome, Italy, 17-18 November 2011
  • 6. GAME BASED LEARNING SCENARIOS <ul><li>Nine educational games were created, embeded in Learning Scenarios, using both game editors; </li></ul><ul><li>For technical skills and also for soft skills ; </li></ul><ul><li>Using <e-Adventure> h ow to : </li></ul><ul><ul><li>To recognize hardware components and to assemble PC s; </li></ul></ul><ul><ul><li>Install a computer ; </li></ul></ul><ul><ul><li>Work with Photoshop application; </li></ul></ul><ul><ul><li>Solve conectivity problems ; </li></ul></ul><ul><li>Using EUTOPIA: </li></ul><ul><ul><li>Negotiate, Adapt to different situation, Surviving, Decisions, Team work, Management, use opportunities, solve conflicts. </li></ul></ul>Games and Creativity in Education and Training 2011 (GACET’11), Rome, Italy, 17-18 November 2011
  • 7. Games and Creativity in Education and Training 2011 (GACET’11), Rome, Italy, 17-18 November 2011 IMPLEMENTATION STATUS <ul><li>Target group: professional training; </li></ul><ul><li>7 GBL scenarios already implemented in real settings; </li></ul><ul><li>More than 500 students accessed the games; </li></ul><ul><li>The games are available online (Moodle platform); </li></ul><ul><li>Medium and small groups of students; </li></ul><ul><li>Face to face & online sessions. </li></ul>
  • 8. GBL SCENARIO- BUYING A COMPUTER <ul><li>Integrated in a course for students enrolled in ECDL certification (Module 1 - Concepts of ICT); </li></ul><ul><li>This module enables students to gain an understanding of the different parts of a computer, as well as some of the key concepts of ICT; </li></ul><ul><li>The course consist in transmitting theoretical information to the students which are in a position of passive receivers; </li></ul><ul><li>86 participants; </li></ul><ul><li>Duration of course: 2 hours; </li></ul><ul><li>At the end students were asked to fill in an online questionnaire, containing 10 questions . </li></ul>Games and Creativity in Education and Training 2011 (GACET’11), Rome, Italy, 17-18 November 2011
  • 9. Games and Creativity in Education and Training 2011 (GACET’11), Rome, Italy, 17-18 November 2011 The player is a costumer in a IT shop and he has to buy all the necessary hardware components for a functional PC Depending on the choices, the game can be successful finished or the computer may be in fire.
  • 10. Participants’ distribution by age group Games and Creativity in Education and Training 2011 (GACET’11), Rome, Italy, 17-18 November 2011
  • 11. LEARNING EXPERIENCE Q2. How would you characterize this learning experience? Q3: Please describe this experience using three words. Games and Creativity in Education and Training 2011 (GACET’11), Rome, Italy, 17-18 November 2011
  • 12. COURSE EXPERIENCE <ul><li>Q4. Is this game appropriate for this lesson? </li></ul><ul><ul><li>91% Yes </li></ul></ul><ul><ul><ul><li>54% consider the games appropriate responding to the learning objectives. </li></ul></ul></ul><ul><ul><ul><li>37% appreciated the game is appropriate and offers them the opportunity to apply the theoretical information gained during the course and </li></ul></ul></ul><ul><ul><li>5% appreciated that the game was not appropriate. </li></ul></ul><ul><ul><li>4% of the students did not answer on this question. </li></ul></ul><ul><li>Q5. In your opinion, why is this lesson different? </li></ul><ul><ul><li>“ Because of introducing the game” </li></ul></ul><ul><ul><li>“ The lesson was more animated, and the environment friendlier”, </li></ul></ul><ul><ul><li>“ For the self evaluation”, </li></ul></ul><ul><ul><li>“ I learned and I had fun”, </li></ul></ul><ul><ul><li>“ I was much focused on the lesson” . </li></ul></ul>Games and Creativity in Education and Training 2011 (GACET’11), Rome, Italy, 17-18 November 2011
  • 13. GAMES ASPECTS <ul><li>Q6. Has this game a friendly and easy to use interface? </li></ul><ul><ul><li>89% of students have a positive appreciation on the game </li></ul></ul><ul><ul><li>(11%) negative appreciation </li></ul></ul><ul><li>The improvement suggestions ( Q7 .) </li></ul><ul><ul><li>Game complexity </li></ul></ul><ul><ul><li>The character </li></ul></ul><ul><ul><li>The game environment. </li></ul></ul>Games and Creativity in Education and Training 2011 (GACET’11), Rome, Italy, 17-18 November 2011
  • 14. OVERALL APPRECIATION <ul><li>Q8. Did you enjoy the experience? </li></ul><ul><ul><li>YES 99% </li></ul></ul><ul><ul><li>NO 1% </li></ul></ul><ul><li>Q9 . Would you like to attend to similar experiences? </li></ul><ul><ul><li>YES 89% </li></ul></ul><ul><ul><li>NO 11 % </li></ul></ul><ul><li>Q10. Do you feel the need to repeat the game for practicing even in your free time (home)? </li></ul><ul><ul><li>YES 97% </li></ul></ul><ul><ul><li>NO 3% </li></ul></ul>Games and Creativity in Education and Training 2011 (GACET’11), Rome, Italy, 17-18 November 2011
  • 15. PARTICULAR ASPECTS OF PROFESSIONAL TRAINING <ul><li>Students tend to analyze in detail each element of the game, practical aspects, level of interactivity, time for accomplishing objectives and disapprove any malfunction of the system; </li></ul><ul><li>For a high and positive impact the game should work perfect; </li></ul><ul><li>The students must be encouraged to replay the game at home, for achieving better results (no mistakes, best time, best score); </li></ul><ul><li>Specific peculiarities of the groups: </li></ul><ul><ul><li>age (from 16 – 18 to 53 years old); </li></ul></ul><ul><ul><li>background (previous experience in the field); </li></ul></ul><ul><ul><li>expectation about the course (demanding, focused on objectives); </li></ul></ul><ul><ul><li>number of learners (usually a group of 20 – 25 students). </li></ul></ul>Games and Creativity in Education and Training 2011 (GACET’11), Rome, Italy, 17-18 November 2011
  • 16. CONCLUSIONS <ul><li>The feedbacks received from students were positive ; </li></ul><ul><li>These games are not replacing theoretical concepts but are a solid base for applying them in a virtual environment; </li></ul><ul><li>Can be successfully used in self study&evaluation, which is very important in distance education; </li></ul><ul><li>Games offer flexible environment to test and re-test hypothesis, increasing motivation for learning, opportunity to explore new environments using the experiences in real life; </li></ul><ul><li>The word “game” is replaced by trainers with the term “application”, “exercise” or “simulation”. </li></ul>Games and Creativity in Education and Training 2011 (GACET’11), Rome, Italy, 17-18 November 2011
  • 17. UNIBUC TEAM THANK YOU! Games and Creativity in Education and Training 2011 (GACET’11), Rome, Italy, 17-18 November 2011

×