Erasmus+ Playing for Real. Overview This project responds to the need for new horizons for re-engaging and re-mobilizing hard-to-reach adults in long-term unemployment situations.
Funded by EU Erasmus +, the consortium with 10 partners (practice and knowledge partners) aims to provide a new way to engage such a vulnerable group with capacity building. Gamification techniques inspire the development of such an alternative programme that would break the barriers and stigma attached to formal training programme.
This project focuses on the Gamification concept and techniques and not confined by technology. The project portal will include case studies and tools that will help practice partners in their field work with the target group. Project Timeline: Updates The project has currently ended. Official website: PlayingForReal.eu See reflections here. Serious Games with Coventry University. Coventry University, based in the UK, is well known as a top research institution.
So, it is not surprising that they are leading the way in gamification across Europe and beyond. Two niche research areas stand out as beacons of innovation in online learning, their Serious Games Institute and Disruptive Media Learning Lab. With a highly collaborative nature and extensive partnerships across the globe, both organizations have been highly successful in procuring grant monies. As a result, they have produced some outstanding tools and resources. The Serious Games Institute (SGI), an operating division of Coventry University, is an international center for excellence with a focus on serious games applied research, business engagement and study.
Nsive targeting numerous fields. SGI received ERASMUS funding and two EU Commission Horizon 2020 Research and Innovation Action (H2020) grants looking at pervasive gaming and learning. One impressive game addresses language learning. An LMS to Support ‘Gameful’ Learning. 2016 Innovators Awards An LMS to Support ‘Gameful’ Learning Seeking to bring the qualities of well-designed games to pedagogical assessment, the University of Michigan created a learning management system that uses gaming elements such as competition, badges and unlocks to provide students with a personalized pathway through their courses.
Category: Teaching and Learning Institution: University of Michigan Project: GradeCraft Project lead: Barry Fishman, Arthur F. Tech lineup: Developed in-house, Alfa Jango, Amazon Web Services The University of Michigan GradeCraft team (left to right): Caitlin Holman, Barry Fishman, Adam Levick, Marie Hooper, Rachel Niemer, Ben Plummer, Jonathan Gabel and Jamie Wright. Many universities are experimenting with adding elements of games to courses. Research Suggests Students Learn More When Working Together in Virtual Reality Games. Gaming Research Suggests Students Learn More When Working Together in Virtual Reality Games With the help of a virtual reality game their professor created, some students at Cornell University have gathered evidence that interacting with other people in a game-playing atmosphere may help them learn more.
Using a language-learning game, "Crystalize," created by Cornell Assistant Professor of Computer Science Erik Andersen, a group of students conducted a study with two different groups in which players, using an avatar, take a virtual tour of Japan. In the game, which is intended to help students learn Japanese — although it is designed to teach other languages as well — players go on "quests" to learn new words by watching game characters talk to each other.
For instance, as one character walks away, another that is left behind says, "Sayonara. " Naturally, players collect points by completing quests, as is so often the case in role-playing games. About the Author. Excelsior College To Integrate Game-Based Learning in 5 Courses. Gaming Excelsior College To Integrate Game-Based Learning in 5 Courses By Dian Schaffhauser09/09/15 Excelsior College will integrate gaming and advanced simulation in five of its courses over the next year.
It is one of the first steps in an initiative to integrate game-based learning across its entire curriculum. Muzzy Lane, a company that creates game-based tools, will partner with the college on the project that is one of the first initiatives of the college's new Center for Game and Simulation-Based Learning. "Games have shown the potential to transform learners from passive, disinterested knowledge consumers into intrinsically motivated knowledge producers," said David Seelow, director of the Center for Game and Simulation-Based Learning. What role do games play in education?: Brenda Romero insights Online Video Course. Gaming and Gamification. Game-based e-learning: The next level of staff training.
Combining the convenience of online learning with just plain fun adds a new dimension to staff training E-learning is taking hold in popularity in many fields, including long-term care.
However, Fortune 500 companies, to take one prominent example, are discovering that e-learning is often simply “e-boring.” “Companies in the U.S. spend about $60 billion a year on training their employees, but there's a good chance much of that is wasted. The reason: Most training sessions are just too dull. 170 Ways To Use Word Clouds In Every Classroom. Welcome to a post I always have fun writing.
Last year I attempted finding ways to use Word Clouds (Wordle) in education. When I concluded writing that post I was at 108 possible ways. More than a half year went by, and I was up to 125 ways to use Word Clouds in the classroom. I am so proud that this post now includes 170 ways. I was able to put together this list because of you and a lot of reflection. Booking Info – Are you looking for a practical and affordable professional development workshop for your school or conference?