About IMAGINE and Recommendations


Published on

About IMAGINE Games Based Learning

Published in: Education
  • Be the first to comment

  • Be the first to like this

No Downloads
Total views
On SlideShare
From Embeds
Number of Embeds
Embeds 0
No embeds

No notes for slide

About IMAGINE and Recommendations

  1. 1. www.imaginegames.eu Games Based Learning The core aims and objectives of the IMAGINE project are to: Draw together and valorise the• results of previous Game Based Learning (GBL) 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 through documented conclusions and recommendations. Have a significant impact on• validating new learning paradigms and strategic thinking on curriculum reform. project partners This project has been funded with support from the European Commission. This publication reflects the views only of the author, and the Commission cannot be held responsible for any use which may be made of the information contained therein. aims and objectives MDR Partners is a leading specialist partnership working together with libraries, archives, museums, information providers, and other organisations in the cultural heritage and education sectors. Cross Czech has been intensively co-operating with Czech educational and cultural institutions helping them to ‘present their activities at a European level. European Schoolnet (EUN) is a not-for-profit organisation funded by education ministries in Europe dedicated to supporting schools in the best use of technology in learning. FH JOANNEUM - University of Applied Sciences offers 30 Master´s, Bachelos´s and Diploma degree programmes in the areas of Business & Technology, Information Engineering, Mobility, Social Services & Public Health and Media & Design. Süleyman Demirel University is a state-run university funded in 1992 and located in Isparta, Turkey. It has 15 Faculties, 17 Vocational High Schools, 2 Higher Schools and 4 Graduate Schools. The Faculty of Technical Education offers four-year BSc programs including pedagogical aspects. University of Ljubljana The Faculty of Electrical Engineering, Laboratory for Telecommunications (LTFE) ‘within the University’ of Ljubljana, R&D activities encompass fundamental and applicative research in the field of converged services based on the integration of mobile, internet, fixed and broadcasting areas. mobile, IP and voice platforms. Contact: Rob Davies rob.davies@mdrpartners.com
  2. 2. about IMAGINE IMAGINE (Increasing Mainstreaming of Games In Learning Policies) is a two year project funded by the European Commision under the Lifelong Learning Programme: Leonardo da Vinci & Studies, Indicators and Dissemination. IMAGINE will cover all LLP participant countries. The work programme has been designed to reach the maximum number of interested participants and to effectively inform all relevant players. The main target audience is policy makers: people working at key levels of national ministries responsible for school education, adult and lifelong leaming, vocational training (employment), skills agendas, regional and local education authorities and other bodies responsible for strategic developments concerned, including those agencies which promote ICT in schools. The outcome will be a substantial community of policy makers with a high level of commitment to pursue the implementationofgames-basedlearning across a large number of countries and all three levels of education covered. Actors who interact frequently with policy makers and whose support is needed to advocate and to ensure effective implementation of GBL in learning (the games industry, influential education practitioners, researchers) will also be targets for the dissemination and exploitation work of IMAGINE, including the round- table workshops and the final conference. vocational learning sector (Leonardo) case studies school education sector (Comenius) final report The IMAGINE report undertakes the task of identifying Game-Based Learning (GBL) projects within the European community and provides a description of good practice case studies spread across all levels of education. recommendations adult/lifelong learning sector (Grundtvig) Ver 1 www.imaginegames.eu Define the terms used in games for learning.1. Develop a central repository of quality resources.2. Vocational games should focus on outcomes and3. involve end users. Include digital games in textbooks, the curriculum4. and assessment. Make games eligible for funding in education5. system modernisation programmes. Evaluate GBL practices and research cognitive6. processes. Support the development of localised digital7. games. Increase opportunities to bring together8. researchers, game developers, industry, education experts and learners. Ensure that games are available for further9. development. Provide professional support for10. practitioners using games. Use the experience of the teachers11. working in this area. Establish accredited courses for12. teachers. Maintain funding streams for13. digital competence programmes and resources. Link home and school learning through games.14. Games developed for educational use should have15. PEGI ratings. Visit the IMAGINE website to access examples of good practice case stud- ies spread across three education levels. www.imaginegames.eu/Case-Studies