Game-Based Learning (GBL)
The GREAT Games Catalogue can be considered a real state-of-the-art. This publication was funded with support from the European Comission and it was published as part of the work program for the project, GREAT - Game-based Research in Education and Action Training and it was collaborative work leaded by Maya Pivec and FHJ.
Professionals in the fields of e-learning, training, HR and talent management will gather from all over the world to the iLearning Forum in Paris on 11-12 February 2014. The conference is free to attend and will feature the latest innovations in e-learning.
Over 40 exhibitors and 5,000 visitors from 40 countries are expected to attend this year’s event. It is one of the leading events in Europe for showcasing innovations in e-learning technology and practice. The conference offers two days of sessions on a variety of topics (learning management systems, rapid learning, serious games, mobile learning, etc.) and some special workshops. The conference is free to attend; please visit the conference website for more information and to register.
The GREAT International Conference on Games & Tel held on September 15 – 16, at ISCTE in Lisbon, provided an exceptional forum for debate and reflection which certainly contributed to the clarification of some issues concerning Education & Training, Gamification & Technologies for the future of Learning in Europe.
The participation of all was critical to the success of this initiative. Therefore, GREAT Team present most sincere thanks to all present there which contributed to the enrichment of this event and the overall satisfaction.
A special thanks also to the speakers, moderators and rapporteurs.
Because of the interest of the topics presented, the organization will make available on the GREAT Conference website a copy of all presentations made.
The official online source of Nobel Prize Winners holds an educational programme with interactive multimedia activities and games for young visitors and teachers.
The Games section of the Nemo website offers interesting educational resources, like the online activities of the e-Lab or the funny chain reactions building.
Games voor leren en onderwijzen staan volop in de belangstelling. Want het spelen van een game gaat gepaard met gedrags- en attitudekenmerken die juist voor het leren essentieel zijn, maar die in de klas vaak onvoldoende tot uiting komen: aandacht, concentratie, doorzettingsvermogen, initiatief, het aangaan van uitdagingen, exploratie, de wil om jezelf te verbeteren, het oplossen van problemen, enzovoorts. Er komt steeds betere technologie, de prijzen gaan omlaag, er komen steeds meer toepassingen en er wordt steeds meer onderzoek naar de leereffecten gedaan.
The city of Porto (Portugal) and the ISEP will host on 3-4 October the 7th European Conference on Game-Based Learning (ECGBL 2013).
ECGBL 2013 will be an opportunity for the presentation of research, theory, application, practice and validation in the field of Game-Based Learning (GBL).
Games have been successfully used in three distinct areas: training (professional and social context); formal education (classroom and school context), non-formal education (outside the school context). However, there is still a limited use of GBL. Throughout the years, ECGBL has been addressing this issue by providing a forum to exchange ideas and best practice among researchers and practitioners therefore contributing to a wider adoption of GBL in Europe.
Issue number 33 of eLearning Papers focuses on the challenges and future of Massive Open Online Courses (MOOCs), a trend in education that has skyrocketed since 2008.
Guest edited by Dr Yishay Mor, Senior Lecturer at the Open University's Institute of Educational Technology (UK), and Tapio Koskinen, Director of the eLearning Papers Editorial Board, MOOCs and Beyond seeks to both generate debate and present a variety of perspectives about this new popular learning model.
The emergence of MOOCs poses a set of challenges to the educational community. This new special issue of eLearning Papers aims to shed light on the way these online courses affect both education institutions and learners, and tries to find answers to some of the questions confronted by teachers and researchers.
Among other topics, eLearning Papers 33 explores whether MOOCs may be a viable solution for education in developing countries and analyses the role of these emerging courses in the education system, especially in higher education. Furthermore, valuable examples from the field are presented, such as the quad-blogging concept and a game-based MOOC developed to promote entrepreneurship education.
This issue includes 4 In-Depth articles and 6 From the Field ones:
- The Impact and Reach of MOOCs: A Developing Countries’ Perspective by Tharindu Liyanagunawardena, Shirley Williams and Andrew Adams
- MOOCs and disruptive innovation: Implications for higher education by Li Yuan and Stephen Powell
- The Next Game Changer: The Historical Antecedents of the MOOC Movement in Education by David T. Boven
- MOOC Design Principles. A Pedagogical Approach from the Learner’s Perspective by Lourdes Guàrdia, Marcelo Maina and Albert Sangrà
From the field articles
- MOOCs are More Social than You Believe by Jan Blom, Himanshu Verma, Nan Li, Afroditi Skevi and Pierre Dillenbourg
- Realising the Potential of Peer-to-Peer Learning: Taming a MOOC with Social Media by Emily Purser, Angela Towndrow and Ary Aranguiz
- Learning from Open Design: Running a Learning Design MOOC by Patrick McAndrew
- Quad-blogging: Promoting Peer-to- Peer Learning in a MOOC by Angela Towndrow, Ary Aranguiz, Emily Purser and Madhura Pradhan
- Game Based Learning MOOC. Promoting Entrepreneurship Education by Margarida Romero
- The AlphaMOOC: Building a Massive Open Online Course One Graduate Student at a Time by Carmen McCallum, Stephen Thomas and Julie C. Libarkin