Gaming for the Disadvantaged: A Journey Through the Human Body
Lieutenant Tuck Pendleton, played heroically by Dennis Quaid in Joe Dante’s 1987 sci-fi blockbuster “Innerspace”, pilots a miniaturised team in an unforgettable adventure inside a human body. Two decades later, Jan Gejel of the Aarhus Social and Health Care College presents at OEB the BODYexplorer, a new web-based learning game for disadvantaged citizens that takes its players inside a human body to see for themselves the damage done by drug abuse, fast food, idleness and alcohol.
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ONLINE EDUCA Presents ENGAGE Game-based Learning Awards
Outstanding contributions by teachers, educational practitioners, game developers and producers to the quality of game-based learning will be recognised under the ENGAGE project at ONLINE EDUCA BERLIN 2010.
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The City as an Open-Air Laboratory – Street Artists in a Virtual Space
“The interruption of visual laziness” is how Marco Ricco describes the art work he produces in the city of Rome, Italy. “I want to communicate peacefully with the people of my community,” he says, as he explains the motive behind the colorful paitings that he draws on walls, old doors or other left-overs from urban community life. Young people from secondary schools in Europe can try out forms of street art in a virtual environment through ST.ART, a European project that brings street art into a virtual simulation. The initiators will present ST.ART at ONLINE EDUCA BERLIN.
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GeoEduc3D – Locating the Future of Geomatics Professionals
The use of applications such as Google Maps, Google Earth, and some of the applications for iPhone-based Geographic Information Systems (GIS) is commonplace nowadays. Nevertheless, the science of geomatics, a combination of geography and informatics, is still widely unknown, especially among young adults. For future developments, new minds are desperately needed. Dr Sylvie Daniel and Dr Thomas Michael Power at Laval University and Rob Harrap at Queen’s University in Canada, together with a dozen other colleagues, have set up GeoEduc3D, an international project whose primary goal is to raise awareness of geomatics among high school students. It involves the development of compelling computer games based on GIS technologies.
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Virtual Learning Worlds – Connect Learners within the Web
Transforming “Flatland” into an immersive 3D Learning World is the mission of Tony O´Driscoll, virtual worlds expert and Professor of the Practice at Duke University´s Fuqua School of Business. He is profoundly convinced that the demands of globalisation and a new working world with anytime, anyplace work also need an anytime, anyplace educational parallel.
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Games in E-Learning
Game-based e-learning has reached a new level – this could be one conclusion drawn from this year’s OEB. Looked at as an ideal instrument to manage multifaceted tasks, games have spread even into emotionally and motivationally oriented fields like behavioural coaching and leadership training. Together, the presenters offered a broad perspective on gaming – highlighting well-established features as well as new trends.
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Dutch Police Build Virtual City
Police officers have a lot of work to do in the imaginary city of Behrloo. The virtual territory embraces a variety of realistic problems: traffic accidents, illegal hemp cultivation, car explosives, identifying victims and many more. Using the multifaceted learning tool, students at the Dutch Police Academy can apply their competences via scenario-based, interactive and non-linear cases. At Security and Defence Learning 2008, project manager Natascha Blijleven-Tebbe, Dutch Police Academy, will lead participants through the serious gaming environment, also addressing the role of teachers as content developers.
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European Teens United in Cyberspace to Tackle Bullying
Students from all over Europe can now interact online cooperatively to deal with bullying and victimisation in schools. Researchers from five European countries have developed avatar@school, an online environment for virtual role-play games where teachers and pupils can train peer mediation techniques to prevent violence at school. The games have been created in a Second Life environment and use real-life scenarios from schools. Matteo Bertazzo from the project leader CINECA, the interUniversity Computer Center, will present avatar@school at OEB 2008.
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Learning to Compete
Serious games, mobile learning, computer simulations and virtual learning worlds will be the key themes at ‘Innovate to Compete’, the conference sessions chaired by Fabrizio Cardinali, the co-chair of the European Learning Industry Group (eLIG) and CEO of Giunti Labs. Cardinali invites CLOs from leading corporations such as Volkswagen, Ikea, Ericsson, Schlumberger and L’Oreal to talk about the challenges for corporate learning in today’s knowledge society.
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Is the Corporate Sector Taking Serious Games Seriously? -
Asks Euan Mackenzie, 3MRT, UK
In 2006, the UK Department of Trade and Industry (DTI) published the report Beyond eLearning: Practical Insights from the USA on the state of e-learning in the US. Surprisingly, for most companies that took part in the survey, games-based learning then was either a non-starter or merely an interesting discussion point. Eighteen months on, with the phenomenon of Second Life and more 'noise' around serious games, Euan Mackenzie, co-author of the report, asks the same questions again.
At Online Educa Berlin, he will reveal what has happened in the interim, contrast it to developments in other countries and look at where games-based learning may be heading. As an 'appetizer', he has provided some food for thought...
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Learning by Playing – Serious Games in Education
When asked about their opinion and use of games, 60% percent of 11-16 year-olds in the UK would like to have games included in their school curricula. No wonder; kids own their own electronic products as well, most often a video game system of some kind, a CD player or a portable music player. While public discussion is still concerned with the negative effects excessive gaming could have on children’s abilities and psychology, the enormous potential for learning experience of so-called “serious games” is coming into the focus of researchers, educators and games producers. Games provide an effective and attractive way of experiential learning – in schools, higher education as well as in workplace training. To reflect the discussions and show perspectives of games in education, ONLINE EDUCA BERLIN 2006 is dedicating a conference stream to various applications of games-based learning.
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Taking “learning by doing” literally: Innovative workshop for creating learning games at Online Educa Berlin
Learning how to make learning easier can be a tough thing. Sometimes it’s more effective if you just do it: go and create something. At Online Educa Berlin, Nathan Krackauer will lead a workshop about creating games for learning during which he encourages his audience to get practical instead of just listening to other people’s work. In this session, the participants themselves will start a process of creation.
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