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WEBINAR: ADULT LEARNERS AND COMPUTER GAMES When: 28 th 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
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Learning with computer games for vocational sector

Jan 12, 2015

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Education

Maja Pivec

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/
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Page 1: Learning with computer games for vocational sector

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

Page 2: Learning with computer games for vocational sector

ADULT LEARNERS AND COMPUTER GAMES @MajaPivec www.majapivec.com http://www.engagelearning.eu/

Webinar on 28. 1. 2013, via Google+ Hangouts

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Presented Research

• GREAT Project – Lifelong learning and training http://www.projectgreat.eu/

• Serous Sports – game-based learning in sports

http://www.serious-sports.org/

Page 4: Learning with computer games for vocational sector
Page 5: Learning with computer games for vocational sector

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

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Expert Focus Group 26-27th February Graz, AT

a platform for international experts on serious games, game-based learning, e-learning and training

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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

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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

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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

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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    

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DISCUSSION 1 Do you have any experience in playing games? What is your opinion in using digital games for learning?

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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.

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•  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

Serious Sports http://www.serious-sports.org/

Page 14: Learning with computer games for vocational sector

Serious Sports http://www.serious-sports.org/

Theoretical Framework for Assessment of Sports Related

Games

Assessment Matrix and

Game Surveys

Usability Tests of Game Input

Devices

Assessment Method of

Game Development

Tools

Theoretical Framework for Assessment of Sport Related Games

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Motoric competences • Kinect Sports • Kinect Adventures • Dance Central

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Kinect™  for  XBOX  360™  FH  JOANNEUM  Graz  

blobo University of Oulu

Nintendo®  Wii  Remote™  SimsoD  

The  Nintendo  DS™  Department  of  EducaJon  and  Skills  

Nintendo®  Wii  Wheel™  Semmelweis  Egyetem  Testnevelési  

és  SporRudományi  Kar  

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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

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DISCUSSION 2 Have you ever played movement based games? Could you imagine to improve your fitness by playing games?

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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.

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THANK YOU www.majapivec.com http://www.engagelearning.eu/