Showing posts with label Serious Games. Show all posts
Showing posts with label Serious Games. Show all posts

Wednesday, February 6, 2019

Schools : SG : Safer Internet Day : Go Online... safe ! Interesting experience !







It's the second day of the second week of the second month of the year? That's Safer Internet Day! Over 140 countries across the globe celebrates it in their own way, under the unifying slogan of "Together for a better internet". 
Yesterday, the 5 February, schools in Europe and all over the world celebrated the 15thannual edition of Safer Internet Day (SID). Organised by the joint Insafe/INHOPE network, with the support of the European Commission. Thus schools will continue to work on this important theme throughout February.



Safer Internet Day 2019

  • Theme : Create, connect and share respect: "A better internet starts with you."

This day brings together thousands of people, schools, teachers and students to champion a safer and better internet. 
They will be calling for everyone to play their part in creating a better internet for all, in particular its youngest users. 
Internet users are invited to join in and engage with others over the internet in a respectful way in order to ensure a better digital experience for everyone.
They will also remind internet users to take responsibility and keep the internet safe. 




  • Aims:
By fostering resilience, skills and knowledge, young people will be able to navigate any online risks safely. 
A better internet will also empower citizens in this fast-evolving digital world and take full advantage of the enormous opportunities offered to them online.




Go Online/ game


✅Resources : Games😊

Go Online is a game made to encourage positive behaviour change in the area of safe use of the Internet.
In cooperation with eConfidence partners, Nurogames researched, selected and developed ideas of topics relevant to be included in the game. With support from project coordinator, ITCL, a suitable graphical style for the target audience was determined.
👉Information:
Go Online consists of five mini-games portraying the situations and topics of safe usage of internet when a teenager is preparing an upcoming birthday party and in discussion with the mother encounters various questions and matters related to the safe use of internet. 

The mini-games are enclosed by a story in which the player moves around in a household environment familiar to every student. The household environment was chosen to immerse the player into the game and to facilitate the transfer of in-game behavior into the real world.





credits: Shutterstock


👦👧Addressing the following aspects:

  • Increased awareness of consequences and of interacting in a social online environment.

  • Sense of privacy, avoidance of harassment or support of improper/anti-social behaviour.

  • Self-awareness of his/her "virtual self" and implications and importance of concepts such as anonymity, libel, right-to-be-forgotten.

  • Incorporation of safe behaviour when using an internet-enabled device: knowledge of risky behaviour and common strategies of social engineering.

  • Self-monitoring of excessive or improper usage of Internet.

  • Increased awareness of the importance to use internet and its facilities as a communication, research and empowering tool, but not as replacement to real-world interactions and activities. 








In Go Online the player/student slips in the role of a 13 year old kid (boy or girl) who lives with his/her mother Ellie in a little home.

Before the kid's 14th birthday the mom gives him/her a pre-present: a smartphone and an internet access. She explains to the kid that there are many risks the internet has, but also acknowledges the benefits it has to offer. She suggests that he/she should organize his/her birthday party using the internet with his/her new smartphone, families Tablet and Ellie’s laptop.


✅Note:

The game has been made available for the 10 schools in the eConfidence pilot tests, in the experimental stage for the pupils participating. Read more here

Following the completion of the pilot tests and upcoming project research results, more information on the game will be made available on the eConfidence website







via Debating Europe


  • Education:

Serious games – that is, games with an educational purpose – have become popular in schools and have been shown to support knowledge acquisition as well as bring about behavioural, perceptual and cognitive change. They can be an important learning method provided they have a sound underlying pedagogical design. 





screenshot Serious Game School of Empathy


I shared with my usual readers another serious game about Bullying (2018) by eConfidence.


The objectives of Go Online use game are that students receive support to: 

  • Identify the different types of risks they can encounter online
  • Understand the consequences of potential online behaviour
  • Develop successfully digital skills  Improve their behaviour in a digital environment 

Approaches that complement, not replace, other ways to address the safe use of the internet and bullying in the classroom will add to these benefits and help change the behaviour of students on these issues. 

A booklet you will find indications that gaming activity in the classroom can make a positive change to students' knowledge of and behaviour towards a topic.

Immersion in the game and perceived competence during game playing can bring about positive psychological outcomes.

In the two games they students become active agents in their learning and develop more sensitivity and empathy through direct engagement in realistic simulations

👉Note: This project has received funding from the European Union’s Horizon 2020 research and innovation programme under grant agreement No 732420. 


G-Souto

06.02.2019

update 18.08.2026
Copyright © 2019-Souto'sBlog, gsouto-digitalteacher.blogspot.com® 

Wednesday, September 25, 2013

Great Lx International Conference 2013






"How can we bring attention of policy makers to the significant potential of games? This  issue will be addressed by the GREAT Lisbon Conference on Games & TEL."

Claudio Dondi


The Great Lx International Conference on Games and TEL took place in Lisbon, Portugal last 15-16 September 2013 at ISCTE-IUL.

The GREAT LX International Conference on Games & TEL (technology enhanced learning) was promoted by Portuguese Association of People Management (APG) partnership with ISCTE and European partnership project supported by the European Leonardo da Vinci.

The Organizing Committee Claudio Dondi, Edeberto Costa, Maja Pivec and Ana Passos joined all the speakers and participants for a full and interesting day for the future of learning in Europe



Great LX | Auditorium

Interesting opportunity to participate, listen and share the last concepts about the current paradigms and evolution of Games in Education (GBL) Training (SG) and Technology Enchanced Learninig (TEL).

The Great Lx started, on September 15th with a Social Play - Porto de Honra followed by a dinner.

The main conference began on September 16th 2013 at 9:00. The conference themes were:

Theme 1: Games

  • Serious Game
  • GBL-Games based learning
  • Gaming

Theme 2: Technology Enhanced Learning:

  • E-learning
  • Social and inclusive learning
  • ICT Contexts
  • Environments for learning
  • Collaborative Virtual Environments



Claudio Dondi

Claudio Dondi, a policy maker and influent learning thinker about European issues gave the participants guidance and experienced learning processes. EFQUEL, Menon, Scienter some references of his work.

At the Great Auditorium (Grande Auditório), the conference started with "E&T 2020 strategy powered by networks and partnerships."

Over the past years the EU has gained more and more influence in the field of lifelong learning. 

The central points for dialogues on the round table were the relevance of joining forces from various sources in a common field of battle by learning interests with eyes on the future. 

  • Networks are one of the agents for change. 
  • The paradigm shift in learning is an opportunity to blow the collaborative work of thematic networks in lifelong learning.
  • Games in Learning; Game Based Learning; Serious Games; Gaming - Findings and appreciations from recent researches The IPTS / JRC European Commission (March 2013), emphasized the importance of learning through play.

Great Lx Conference | Maja Pivec
photo: GSouto

"Game-based learning has been considered a significant approach to increase motivation of learners for a long time, and ICT has brought a lot of new options to broaden the range of learning objectives that can be addressed by games."

Claudio Dondi

"Gaming; Game Based Learning; Serious Games, Gaming: Findings and appreciations from recent researches" were at the top of dialogues at this Round Table at 11: 30,moderated by Edelberto Costa.

Maja Pivec presented a research project based in focus group and an online survey. Also presented several specific games that can be used in the learning process. 

I knew the work of Maja Pivec because we participated in 2010 at the ENGAGE Quality Awards 2010 as members of the Jury for evaluation.

Petridis Panagiotis from the Serious Games Institute (SGI), presented several games related to Health; Paul Pivec highlighted the characteristics of the games that a game designer need to considerer; Leonel Morgado introduced the new ways of learning and teaching – games change the process and the way we learn.



Great Lx Conference

After lunch and continuing at the Great Auditorium the round table "ICT for learning in the EU 2020: Findings and appreciations from recent researches" began.

I was very interested on key note speaker Claudio Dondi analysis about the role of ICT in learning moving the change on E&T and bringing a great challenge for the shift on paradigm in Europe. 

I know Claudio Dondi from different international conferences. The last one, in Brussels, at the European Forum on Learning Futures and Innovation, where I had a presentation at VISIR workshop on the 19th March, 2013 with Giordano Koch and Jan Pawlowski.

Claudio Dondi is one of best European researcher and expert and his thoughts are always very important.

Claudio Dondi made a splendid evaluation with remarkable key notes and items that I have the chance to hear.



Great Lx Conference | Final session

Some considerations or a possible report:


For one long day, speakers, researchers, practitioners, producers, skate holders and participants shared  interesting ideas and experiences.

I joined key speakers and round tables at the Great Auditorium. I am an independent researcher on TEL and I was very curious to hear about the new ideas.

Games, TEL and MOOCs were on my best interests

I knew the work of Maja Pivec. We worked together at the ENGAGE Quality Awards 2010 as members of the Jury for Evaluation.

As an expert on Social Media Tools in Education and  trainer teachers, I am an educator and practitioner of the integration of games in school. I really know the importance of gaming to change teaching and learning in Secondary Education.

I would like to hear something new. However, it was interesting to hear the questions of some participants in the room. 

Some teachers talked about their fears and demotivation to introduce games and ICT tools in the classroom. This is not new. 

Younger teachers who teach in schools now are the ones who reveal more Informatic skills but the domain of a simple technique does not guarantee that teachers uses it easily, with clearance and with critical thinking.

Teachers must not be afraid to introduce ICT and games in Secondary Education.

I think it is a question of changing mentalities and most important, training teachers, helping them to develop a high-attuned sense of technique in the classroom.

A good final session. The speakers and the participants presented an overview about their own ideas and interests, trying to contribute to better inclusion and excellent innovation technologies in Education.

Finally the team Rapporteurs leader's communication comments and questions selected from audience and internet addressed to representatives.

I special appreciated Claudio Dondi (Scienter) evaluation on TEL and António Teixeira (EDEN) on MOOCs.

It is very important to understand the new challenges until 2020. As the final rapporteur pointed:
  • We have to work harder on the issues above. 
  • MOOCs are not inclusive. 
  • Less focus on thecnology and more in people.

Really liked a testimony of a college student talking about MOOCs. He feel more engaged on academy face to face learning and social experience between peers than online learning.

Of course there were interesting parallel sessions as The MOOC experience : "The Bright and the Dark Sides" by António Teixeira - EDEN; Natural User Interfaces: "Devices as smartphones and tablets brought several sensors into our daily life" by Antão Almada - Ydreams; "Technology Enhanced Learning: where are we heading to?" by Patrick Belpaire - European Training and Developement Federation; "The Social Learning Revolution: Knowledge workers uses social tools to work and learn" by Jane Hart - C4LPT.co.uk | Sara Brito - Global Estratégias and other.



Tuna Universidade Europeia | Great Lx

Break coffee and lunch were animated by Tuna Universidade Europeia (Academic Music) that cheered the network. As an ancient college student, I loved it!


Poster | Great Lx


On the lobby for launch and break coffee, the participants could read the different posters displayed on the corners as follow the last tweets about the sessions displayed on a big wall as a giant Twitter network. Great participation !

The event was broadcast live by Sapo and offered the possibility to interact with participants on Twitter, Facebook, Linkedin group and Google +



Lobby | Great Lx

A fruitful and instructive conference! The "Great Lx" was an excellent opportunity for an active participation, by sharing ideas building and exchanging visions. 

A great work from all the volunteer team!

G-Souto

25.09.2013
Copyright © 2013G-Souto'sBlog, gsouto-digitalteacher.blogspot.com®

Licença Creative Commons
Great Lisbon International Conference 2013 by G-Souto is licensed under a Creative Commons Attribution-NonCommercial-ShareAlike 3.0 Unported License.

* Credits: Photos The Great Lisbon International Conference & GSouto