WP 2 ANALYSIS ON THE USE OF GAME-BASED LEARNING INITIATIVES: Success stories – compilation of game-based learning initiatives in adults’ education
EXECUTIVE SUMMARY
CONCLUSIONS AND MAIN FINDINGS EXTRACTED FROM THE REPORT ON SUCCESS STORIES – COMPILATION OF GAME–BASED LEARNING INITIATIVES IN ADULTS´ EDUCATION, PRESENTED AT ICERI2012 CONFERENCE, MADRID, 19/11/2012
Final report, developed within the framework of work package 3 "Definition of intercultural competences to be trained on informal and non-formal environments".
The present report has been developed within the framework of work package 2 “Analysis on the use of game-based learning initiatives”, which aims at analysing the pedagogical potential
of games (with a special focus on social games) applied to competences development, identifying those variables that influence the successful implementation of game-based learning
initiatives, as well as gathering success examples and good practices on EU and international levels that could be used as inspirational experiences for adults training practitioners.
CONCLUSIONS AND MAIN FINDINGS EXTRACTED FROM THE REPORT ON SUCCESS STORIES – COMPILATION OF GAME–BASED LEARNING INITIATIVES IN ADULTS´ EDUCATION, PRESENTED AT ICERI2012 CONFERENCE, MADRID, 19/11/2012
Final report, developed within the framework of work package 3 "Definition of intercultural competences to be trained on informal and non-formal environments".
The present report has been developed within the framework of work package 2 “Analysis on the use of game-based learning initiatives”, which aims at analysing the pedagogical potential
of games (with a special focus on social games) applied to competences development, identifying those variables that influence the successful implementation of game-based learning
initiatives, as well as gathering success examples and good practices on EU and international levels that could be used as inspirational experiences for adults training practitioners.
Author(s): Aristidis Protopsaltis, sonia Hetzner, Dimitra Pappa, Lucia Pannese.
Serious Games and Formal and Informal Learning
The experience garnered from the eVITA project is used to explore the relation between Serious Games (SGs) and formal and informal learning.
Educational video games are an enjoyable and engaging method of education for children of all ages. They can help children enhance their literacy, mathematics, science, and problem-solving abilities, as well as develop crucial life skills like cooperation and creativity.
Educational video games are more prevalent than ever in the digital age. There is an extensive selection of educational games for all types of devices, including computers, tablets, and mobile phones. This means that children can simultaneously learn and have joy regardless of their location
Fingers on the Screen: Game-Based Learning for Students with Intellectual Dis...eLearning Papers
Author(s): Maria Saridaki, Costas Mourlas.
Game-Based Learning in the special education classroom is still regarded with skepticism by educators, or has been used mainly as an extrinsic reinforcement.
Impact of play based learning on the development.pdfvideosplay360
Play-based learning is a pedagogical approach that emphasises the use of play in promoting multipleareas of children’s development and learning. Free play and guided play are two types of play-basedlearning which guide early learning. The children acquire concepts, skills, and attitudes that lay thefoundation for lifelong learning through play pedagogies.
The use of educational games for pedagogical practice can provide new conceptions of teaching-learning in an interactive environment stimulating the acquisition of
new knowledge. The so-called serious games are focused on the goal of transmitting educational content or training to the user. In the context of entrepreneurship,
serious games appear to have greater importance due to the multidisciplinary of the knowledge needed. Therefore, we propose the adoption of the Entrexplorer game
in the context of a university classroom. The game is a cloud-based serious game about the theme of entrepreneurship where users can access learning contents that
will assist them in the acquisition of entrepreneurial skills. The organization of the game in eight levels with six additional floors let students learn the different
dimensions of an entrepreneurship project while progressing during the gameplay.
In this information booklet you find details about educational tools:
gamification,
upcycling,
educational board games,
tools for competences,
creative methods,
beautiful ideas to practice,
from the bin to the exhibition.
DEVELOPMENT OF RUBRIC TO MEASURE CHILDREN’S CREATIVITY IN GAME DESIGNijma
Today’s Alpha generation have high competency playing digital games. This privileged ability demands
creativity in terms of cognitive and higher order thinking skills when it comes to designing and developing
digital games. Therefore, this study aims to delineate the process of developing a rubric to measure
primary school children’s (age 7 to 12) creativity when creating games as a digital game designer. The
constructs of the rubric were enthused by Torrance Creativity Theory which highlighted on originality,
fluency, flexibility and elaboration that adapted to fit the concept of the game design process. The
development of the rubric underwent three distinctive phases; i) library research; ii) feasibility study; and
iii) expert evaluation. Cohen’s Kappa Coefficient formula was used to validate with average value κ =
.81 (excellent) and the reliability was measured by Cronbach’s Alpha formula with value α = .88
(excellent). Researchers found that by adopting the concept of game-based learning specifically through
game design activity, children’s creativity was significantly enhanced. The rubric of children’s creativity
would be essential for sustainable performance of quality education to produce a generation of critical
thinkers, problem solvers while celebrating children’s uniqueness and diversity in line to develop creative
personality towards digital generation.
DEVELOPMENT OF RUBRIC TO MEASURE CHILDREN’S CREATIVITY IN GAME DESIGNijma
Today’s Alpha generation have high competency playing digital games. This privileged ability demands
creativity in terms of cognitive and higher order thinking skills when it comes to designing and developing
digital games. Therefore, this study aims to delineate the process of developing a rubric to measure
primary school children’s (age 7 to 12) creativity when creating games as a digital game designer. The
constructs of the rubric were enthused by Torrance Creativity Theory which highlighted on originality,
fluency, flexibility and elaboration that adapted to fit the concept of the game design process. The
development of the rubric underwent three distinctive phases; i) library research; ii) feasibility study; and
iii) expert evaluation. Cohen’s Kappa Coefficient formula was used to validate with average value κ =
.81 (excellent) and the reliability was measured by Cronbach’s Alpha formula with value α = .88
(excellent). Researchers found that by adopting the concept of game-based learning specifically through
game design activity, children’s creativity was significantly enhanced. The rubric of children’s creativity
would be essential for sustainable performance of quality education to produce a generation of critical
thinkers, problem solvers while celebrating children’s uniqueness and diversity in line to develop creative
personality towards digital generation.
Operation “Blue Star” is the only event in the history of Independent India where the state went into war with its own people. Even after about 40 years it is not clear if it was culmination of states anger over people of the region, a political game of power or start of dictatorial chapter in the democratic setup.
The people of Punjab felt alienated from main stream due to denial of their just demands during a long democratic struggle since independence. As it happen all over the word, it led to militant struggle with great loss of lives of military, police and civilian personnel. Killing of Indira Gandhi and massacre of innocent Sikhs in Delhi and other India cities was also associated with this movement.
Author(s): Aristidis Protopsaltis, sonia Hetzner, Dimitra Pappa, Lucia Pannese.
Serious Games and Formal and Informal Learning
The experience garnered from the eVITA project is used to explore the relation between Serious Games (SGs) and formal and informal learning.
Educational video games are an enjoyable and engaging method of education for children of all ages. They can help children enhance their literacy, mathematics, science, and problem-solving abilities, as well as develop crucial life skills like cooperation and creativity.
Educational video games are more prevalent than ever in the digital age. There is an extensive selection of educational games for all types of devices, including computers, tablets, and mobile phones. This means that children can simultaneously learn and have joy regardless of their location
Fingers on the Screen: Game-Based Learning for Students with Intellectual Dis...eLearning Papers
Author(s): Maria Saridaki, Costas Mourlas.
Game-Based Learning in the special education classroom is still regarded with skepticism by educators, or has been used mainly as an extrinsic reinforcement.
Impact of play based learning on the development.pdfvideosplay360
Play-based learning is a pedagogical approach that emphasises the use of play in promoting multipleareas of children’s development and learning. Free play and guided play are two types of play-basedlearning which guide early learning. The children acquire concepts, skills, and attitudes that lay thefoundation for lifelong learning through play pedagogies.
The use of educational games for pedagogical practice can provide new conceptions of teaching-learning in an interactive environment stimulating the acquisition of
new knowledge. The so-called serious games are focused on the goal of transmitting educational content or training to the user. In the context of entrepreneurship,
serious games appear to have greater importance due to the multidisciplinary of the knowledge needed. Therefore, we propose the adoption of the Entrexplorer game
in the context of a university classroom. The game is a cloud-based serious game about the theme of entrepreneurship where users can access learning contents that
will assist them in the acquisition of entrepreneurial skills. The organization of the game in eight levels with six additional floors let students learn the different
dimensions of an entrepreneurship project while progressing during the gameplay.
In this information booklet you find details about educational tools:
gamification,
upcycling,
educational board games,
tools for competences,
creative methods,
beautiful ideas to practice,
from the bin to the exhibition.
DEVELOPMENT OF RUBRIC TO MEASURE CHILDREN’S CREATIVITY IN GAME DESIGNijma
Today’s Alpha generation have high competency playing digital games. This privileged ability demands
creativity in terms of cognitive and higher order thinking skills when it comes to designing and developing
digital games. Therefore, this study aims to delineate the process of developing a rubric to measure
primary school children’s (age 7 to 12) creativity when creating games as a digital game designer. The
constructs of the rubric were enthused by Torrance Creativity Theory which highlighted on originality,
fluency, flexibility and elaboration that adapted to fit the concept of the game design process. The
development of the rubric underwent three distinctive phases; i) library research; ii) feasibility study; and
iii) expert evaluation. Cohen’s Kappa Coefficient formula was used to validate with average value κ =
.81 (excellent) and the reliability was measured by Cronbach’s Alpha formula with value α = .88
(excellent). Researchers found that by adopting the concept of game-based learning specifically through
game design activity, children’s creativity was significantly enhanced. The rubric of children’s creativity
would be essential for sustainable performance of quality education to produce a generation of critical
thinkers, problem solvers while celebrating children’s uniqueness and diversity in line to develop creative
personality towards digital generation.
DEVELOPMENT OF RUBRIC TO MEASURE CHILDREN’S CREATIVITY IN GAME DESIGNijma
Today’s Alpha generation have high competency playing digital games. This privileged ability demands
creativity in terms of cognitive and higher order thinking skills when it comes to designing and developing
digital games. Therefore, this study aims to delineate the process of developing a rubric to measure
primary school children’s (age 7 to 12) creativity when creating games as a digital game designer. The
constructs of the rubric were enthused by Torrance Creativity Theory which highlighted on originality,
fluency, flexibility and elaboration that adapted to fit the concept of the game design process. The
development of the rubric underwent three distinctive phases; i) library research; ii) feasibility study; and
iii) expert evaluation. Cohen’s Kappa Coefficient formula was used to validate with average value κ =
.81 (excellent) and the reliability was measured by Cronbach’s Alpha formula with value α = .88
(excellent). Researchers found that by adopting the concept of game-based learning specifically through
game design activity, children’s creativity was significantly enhanced. The rubric of children’s creativity
would be essential for sustainable performance of quality education to produce a generation of critical
thinkers, problem solvers while celebrating children’s uniqueness and diversity in line to develop creative
personality towards digital generation.
Operation “Blue Star” is the only event in the history of Independent India where the state went into war with its own people. Even after about 40 years it is not clear if it was culmination of states anger over people of the region, a political game of power or start of dictatorial chapter in the democratic setup.
The people of Punjab felt alienated from main stream due to denial of their just demands during a long democratic struggle since independence. As it happen all over the word, it led to militant struggle with great loss of lives of military, police and civilian personnel. Killing of Indira Gandhi and massacre of innocent Sikhs in Delhi and other India cities was also associated with this movement.
Acetabularia Information For Class 9 .docxvaibhavrinwa19
Acetabularia acetabulum is a single-celled green alga that in its vegetative state is morphologically differentiated into a basal rhizoid and an axially elongated stalk, which bears whorls of branching hairs. The single diploid nucleus resides in the rhizoid.
Safalta Digital marketing institute in Noida, provide complete applications that encompass a huge range of virtual advertising and marketing additives, which includes search engine optimization, virtual communication advertising, pay-per-click on marketing, content material advertising, internet analytics, and greater. These university courses are designed for students who possess a comprehensive understanding of virtual marketing strategies and attributes.Safalta Digital Marketing Institute in Noida is a first choice for young individuals or students who are looking to start their careers in the field of digital advertising. The institute gives specialized courses designed and certification.
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June 3, 2024 Anti-Semitism Letter Sent to MIT President Kornbluth and MIT Cor...Levi Shapiro
Letter from the Congress of the United States regarding Anti-Semitism sent June 3rd to MIT President Sally Kornbluth, MIT Corp Chair, Mark Gorenberg
Dear Dr. Kornbluth and Mr. Gorenberg,
The US House of Representatives is deeply concerned by ongoing and pervasive acts of antisemitic
harassment and intimidation at the Massachusetts Institute of Technology (MIT). Failing to act decisively to ensure a safe learning environment for all students would be a grave dereliction of your responsibilities as President of MIT and Chair of the MIT Corporation.
This Congress will not stand idly by and allow an environment hostile to Jewish students to persist. The House believes that your institution is in violation of Title VI of the Civil Rights Act, and the inability or
unwillingness to rectify this violation through action requires accountability.
Postsecondary education is a unique opportunity for students to learn and have their ideas and beliefs challenged. However, universities receiving hundreds of millions of federal funds annually have denied
students that opportunity and have been hijacked to become venues for the promotion of terrorism, antisemitic harassment and intimidation, unlawful encampments, and in some cases, assaults and riots.
The House of Representatives will not countenance the use of federal funds to indoctrinate students into hateful, antisemitic, anti-American supporters of terrorism. Investigations into campus antisemitism by the Committee on Education and the Workforce and the Committee on Ways and Means have been expanded into a Congress-wide probe across all relevant jurisdictions to address this national crisis. The undersigned Committees will conduct oversight into the use of federal funds at MIT and its learning environment under authorities granted to each Committee.
• The Committee on Education and the Workforce has been investigating your institution since December 7, 2023. The Committee has broad jurisdiction over postsecondary education, including its compliance with Title VI of the Civil Rights Act, campus safety concerns over disruptions to the learning environment, and the awarding of federal student aid under the Higher Education Act.
• The Committee on Oversight and Accountability is investigating the sources of funding and other support flowing to groups espousing pro-Hamas propaganda and engaged in antisemitic harassment and intimidation of students. The Committee on Oversight and Accountability is the principal oversight committee of the US House of Representatives and has broad authority to investigate “any matter” at “any time” under House Rule X.
• The Committee on Ways and Means has been investigating several universities since November 15, 2023, when the Committee held a hearing entitled From Ivory Towers to Dark Corners: Investigating the Nexus Between Antisemitism, Tax-Exempt Universities, and Terror Financing. The Committee followed the hearing with letters to those institutions on January 10, 202
Macroeconomics- Movie Location
This will be used as part of your Personal Professional Portfolio once graded.
Objective:
Prepare a presentation or a paper using research, basic comparative analysis, data organization and application of economic information. You will make an informed assessment of an economic climate outside of the United States to accomplish an entertainment industry objective.
2024.06.01 Introducing a competency framework for languag learning materials ...Sandy Millin
http://sandymillin.wordpress.com/iateflwebinar2024
Published classroom materials form the basis of syllabuses, drive teacher professional development, and have a potentially huge influence on learners, teachers and education systems. All teachers also create their own materials, whether a few sentences on a blackboard, a highly-structured fully-realised online course, or anything in between. Despite this, the knowledge and skills needed to create effective language learning materials are rarely part of teacher training, and are mostly learnt by trial and error.
Knowledge and skills frameworks, generally called competency frameworks, for ELT teachers, trainers and managers have existed for a few years now. However, until I created one for my MA dissertation, there wasn’t one drawing together what we need to know and do to be able to effectively produce language learning materials.
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Exploiting Artificial Intelligence for Empowering Researchers and Faculty, In...Dr. Vinod Kumar Kanvaria
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1. WP 2 ANALYSIS ON THE USE OF GAME-BASED
LEARNING INITIATIVES
Success stories – compilation of game-based
learning initiatives in adults’ education
EXECUTIVE SUMMARY
2. EXECUTIVE SUMMARY 2
Success stories – compilation of game-based learning initiatives in adults’
education
COMPILATION OF GAME-BASED LEARNING RESEARCH
INITIATIVES IN ADULT EDUCATION
This final report “Success stories – compilation of game-based learning initiatives in
adults’ education” and its appendices contains the main conclusions of national and
international research on the design and implementation of game-based learning
initiatives in adult education and were developed within the framework of the Playing for
Interculturality (P4I) Project (Ref. 518475-LLP-1-2011-1-ES-GRUNDTVIG-GMP), Work
Package 2, “Analysis on the use of game-based learning initiatives.” It aims at analyzing the
pedagogical potential of games (especially social games) applied to competences
development, identifying those variables that influence the successful implementation of
game-based learning initiatives, as well as gathering success examples and good practices
on EU and international levels to be used as inspirations for adults training practitioners.
The methodologies employed were to search for relevant information, hold focus groups
of members of the target group, and interviews with specialists in the target group
members.
In each of the countries studied (Greece, Italy, Portugal, Spain, Romania, the UK and the
US) the use of game-based learning is a rapidly growing trend that is pervading different
areas of knowledge. It has gained considerable traction and we can observe a significant
qualitative change, nevertheless there is still prevailing gap in usage, in part due to
negative stereotypes of gamers, limited expertise in ICT and in games among trainers, and
a shortage of good educational games. While there is often a lack of pedagogical design
behind current social games, the profile of social game players and gamers is increasingly
broad, covering a wide demographic across gender, age and social status that offers an
opportunity for game-based learning. Assuming the target audience to be adults, there is
significant growth in their use of social media such as Facebook and of social games at this
time. The gap between access and participation has closed significantly so that the
platform on which the game would be made available is critical to determining who would
likely use it and whom else they might recruit to participate. What drives such players to
play are the desire to meet new people, to cooperate, to try new games, find new forms of
self-expression, to relieve stress, widen networks, experiment with new identities, and the
3. EXECUTIVE SUMMARY 3
Success stories – compilation of game-based learning initiatives in adults’
education
desire to compete and challenge the others. Players tend to feel secure, respected,
esteemed, empowered, in charge; they are likely to make an investment in it.
A wide range of intercultural competences surfaced in the research on effective games.
Those that seemed most appropriate as learning objectives for a social game for adults
were self-awareness of prejudices and stereotypes, the diversity of communication styles,
suspending judgment and empathy. In addition, successfully engaging players will likely
promote a number of related competences, including digital competences, collaboration,
lateral and strategic thinking, and new forms of literacy, including problem solving,
analysis and creative reconstruction of content, multitasking, critical judgment, trans-
media navigation, and social interactions and negotiation.
The pedagogical potential of social games to achieve these objectives and promote these
competences derives from immersive and interactive engagement; self-paced, non-linear
and branching activities with multiple outcomes; collaboration and competition;
contextual learning that can simulate real life situations, such as solving problems socially;
integrated precise performance measurement and feedback. Fun and engaging games
capture curiosity and encourage players to work and play together for their mutual
growth and success.
The successful implementation of a game-based learning initiative depends on a number
of variables, not all of which are under the control of the creators. Online gamers often
suffer from slow internet connections, glitches in the platform functioning, technical
literacy, even finding friends and foes with whom to play. Since the most important
variable is engagement, that the player suspends disbelief and becomes immersed in the
activities of the game which, if well designed, result in the change in attitude and behavior
that is sought the game design, development and deployment needs to avoid as many
obstacles to this engagement as possible.
A wide range of success examples surfaced in the search and conversations. Each of the
national reports lists a select few that should be played for inspiration. From wildly
popular commercial games such as The Sims and Farmville, to effective transformational
games such as Darfur is Dying, Peacemaker, Global Conflicts – Palestine, and PING
(Poverty is Not a Game), all share designs that bring players back, encourage them to
involve others, and promote envisioning the real world in a different way. From them
designers should learn to define very specifically what they want to achieve, provide for a
4. EXECUTIVE SUMMARY 4
Success stories – compilation of game-based learning initiatives in adults’
education
variety of contexts for play (including traditional classrooms), and find both a compelling
story and engaging activities to advance it.
Taken together, the national reports are a rich collection of experience and intelligence
that should be re-visited regularly in any design, development, and deployment process
involving games to promote adult competences.