November 17, 2010

Games for learning recommendations published

Clearer definitions and a taxonomy of games for learning, a central repository, integration into textbooks, evaluation, localisation, a team approach to development, professional support and bridging home and school - these are some of the fifteen recommmendations of the two-year IMAGINE project.

One of the key outputs of the two-year project, funded by the European Commission under the Lifelong Learning Programme, is a report and a set of recommendations to increase mainstreaming of games for learning in schools, vocational and adult education. The report outlines conclusions related to the use of digital games for learning, as they affect education policy-makers and decision-makers in school, vocational and adult education, presents the underlying evidence behind them and makes a series of recommendations arising from the conclusions and evidence.

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November 15, 2010

Report: Moving Learning Games Forward

"This grand vision of the integration of gaming culture with school culture will require a tremendous effort on the part of all involved – schools, parents, academics, government agencies, non-profit agencies, gaming professionals, and others. Providing access for all students to the kind of playful, investigative, collaborative and well-supported education that we envision in this document will necessarily depend on school culture and gaming culture coming to a respectful, mutual understanding and comfortable integration. Certainly, teachers and schools will have to take brave risks to innovate, but the learning games community will need to meet schools, understanding the constraints on the system and individual teachers."

This is the conclusion of an important paper on games for learning from the Education Arcade at Massachusetts Institute of Technology. The paper starts by making a case for learning games grounded in principles of good fun and good learning. From there the paper explores the commercial games market, gleaning lessons from this rapidly growing and diversifying place. In order to address the concerns of those who see “edutainment” as a dead market, the paper analyzes the downfall of edutainment in the 1990s and establishes how the current movement differs. As
there are many applications of games related (more or less) to learning games, the paper lays out the ecology
of games with a purpose beyond play. Much of the rest of the paper establishes principles and best practices
for moving the field forward in a positive direction. The paper should provide a good grounding in the field
and both motivate and inform those wanting to participate in this rapidly growing domain.

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May 27, 2010

Football-based learning games: now schools can play against each other

Harness children's interest in the World Cup by organising football-based competitions between classes using the popular and free Footee. With 50,000 users and numbers doubling every six months, Footee builds on football’s appeal to young people 6 to 12 and their love of games, competition and social networking to make learning maths, language, science, geography and history effective and fun.

Coinciding with the World Cup is a new feature, enabling children to pool the reward points earned playing games and a class can then run their own Footee team and take on other teams in the same or different countries. Users only see their own language which means, for example, that an English school class can take on a Spanish one and each sees it in their own language. This motivates the children to try harder so the whole class / team can benefit.

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April 09, 2010

Citizenship through football-based resources

With a summer of football ahead, harness children's passion for the game by using free resources to stimulate discussion related to personal development and citizenship. UEFA have published ten free lessons based on being in a team and winning and losing for the Grassroots Day campaign and European Schoolnet is supporting the initiative. Each 90-minute lesson is, like a football match, divided into two halves. Teamwork topics covered include What makes a great team, Developing and achieving goals, Co-operation and communication, Developing confidence and self-belief, and Respecting and taking care of yourself. Winning and losing topics are Does losing equal failure, Pros and cons of winning and losing, The benefits of rules, Accepting the consequences, and What makes a good supporter?

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October 07, 2009

Danish research project: Serious Games on a Global Market Place

The aim of this project is to create global serious games based on Danish traditions of play and learning. The project is a collaborative venture between researchers, game developers and educationalists, and is financed by the Danish Council for Strategic Research (KINO). For more information in English and Danish, please see the link below:

http://www.dpu.dk/site.aspx?p=11097

September 07, 2009

Share your experiences of using games in the classroom

Six teachers from Austria, Denmark, England, France, Italy, and Spain have been randomly selected as winners of an Xbox and digital games to play on it, as well as copies of the Games in Schools reports, following their participation in the study's survey. We now would like to invite these teachers, as well as others, to share their experiences of using digital games in the classroom to enhance teaching and learning by making the pedagogical process more engaging and dynamic. Share your experiences here by commenting below to motivate as well as learn from others!

June 16, 2009

Games in Schools Teachers' Survey Winners!

European Schoolnet's Games in Schools project is coming to an end, now that the final conference has taken place, the reports have been released, and the teachers' handbook is soon to be published... but is it Game Over? No, Try Again! European Schoolnet is proud to announce that as a thank you to the teachers who took part in the teachers' survey, 8 winners from the study's focus countries have each been awarded an X-Box console together with 7 digital games (including: Harry Potter, Shrek, Lego Star Wars, Bee Movie, Transformers, Kung Fu Panda, and Hotwheels) as well as copies of the study's synthesis and final reports. We hope these prizes will help the winning teachers start or continue enjoying the benefits of games based learning with their students. The winners who have claimed their prizes so far come from:

- Austria
- Denmark
- England
- France
- Italy
- Spain

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January 19, 2009

Use of electronic games in schools highlighted at EMINENT Conference

How electronic games can be used in school to teach in innovative ways was the topic of a workshop at the EMINENT Conference on 4-5 December 2008. The initial findings of the Electronic Games in Schools study, conducted by European Schoolnet with the financial support of the International Software Federation of Europe (ISFE), was presented to participants at the workshop. EMINENT is European Schoolnet's annual networking event, bringing together more than 240 policy makers, industry representatives and education practitioners.

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Thematic dossier on 'Electronic Games in Schools' on Insight portal

The Insight portal - a major European hub for policy makers and ICT in education - has recently published a new thematic dossier on the topic of 'Electronic Games in Schools'. The dossier features a selection of research articles and interesting examples of how games can be used in innovative ways to enhance the teaching and learning process. The dossier is in progress as it is linked with the ongoing research efforts of European Schoolnet, as part of the 'Games in Schools' project financed by the International Software Federation of Europe. The dossier is available at the following link

Bookmark for teachers about 'Game in Schools' survey

As part of the Games in Schools project, European Schoolnet has published a bookmark - a handy tool for books' enthusiasts willing to participate in the ongoing survey about how educators use electronic games in teaching and learning. The bookmark, which reads "computer games are now part of everyday life for many children in Europe...some innovative teachers are using games in schools - but how", invites teachers to take part in the European-wide survey at games.eun.org. For more information about this please contact Caroline Kearney at European Schoolnet.

August 11, 2008

Games in Schools survey - prize draw

Win X-box 360 Elites and a pack of child-friendly games by filling in our survey!

Adventure games, role plays, arcade, strategy games, simulations, driving games, puzzles, brain gym … We hear more and more about computer games and they are getting more and more sophisticated, but what is their place in school? Are they useful or dangerous? Opinions among teachers seem to be divided with some enthusiastic teachers using them effectively, some sceptical and some hostile. What is your opinion?

Online survey in English, French, German, Spanish, Danish and Estonian:
Games in school survey
Enquete sur les jeux video
Umfrage zu Spielen in Schulen
Encuesta sobre los juegos en los centros educativos
Mängud kasutamine koolides
Undersøgelse af spil i skoler

Downloadable survey as a Word file for return by email to gis@eun.org:


Danish
Spanish
Estonian
English
Italian
Lithuanian
German
French


Photo credit: dominic

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