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
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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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
ADULT LEARNERS AND COMPUTER GAMES @MajaPivec www.majapivec.com http://www.engagelearning.eu/
Webinar on 28. 1. 2013, via Google+ Hangouts
Presented Research
• GREAT Project – Lifelong learning and training http://www.projectgreat.eu/
• Serous Sports – game-based learning in sports
http://www.serious-sports.org/
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
Expert Focus Group 26-27th February Graz, AT
a platform for international experts on serious games, game-based learning, e-learning and training
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
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
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
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
DISCUSSION 1 Do you have any experience in playing games? What is your opinion in using digital games for learning?
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.
• 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/
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
The Nintendo DS™ Department of EducaJon and Skills
Nintendo® Wii Wheel™ Semmelweis Egyetem Testnevelési
és SporRudományi Kar
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
DISCUSSION 2 Have you ever played movement based games? Could you imagine to improve your fitness by playing games?
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.
THANK YOU www.majapivec.com http://www.engagelearning.eu/