Links

80DAYS: Around an inspiring virtual learning world in eighty days

www.eightydays.eu

The development of immersive digital educational games (DEG) is a dawning and highly promising, but also highly challenging, technology. Computer games offer engaging and inspiring virtual environments within which entirely new, motivating, and meaningful learning experiences and contexts can be realized. Their simulative characteristics strongly contribute to the paradigm of knowledge construction; moreover, multiplayer games serve the ideas of collaborative learning. DEGs basically aim at using the time spent on playing for educational purposes while retaining the recreational value of gaming. Furthermore, such games aim at facilitating learning by providing inspiring learning experiences in an appealing and meaningful learning context.

80Days has the ambitious mission to significantly improve the scientific and technological state-of-the-art of digital games for educational purposes, as well as to pave the way for educational games to successfully enter the computer game and educational markets.

DYS2.0

www.dys2.org

DYS 2.0 is intended for transfer and improvement of the successfully completed GRUNDTVIG project EDysgate 2006–2008. We offer here a motivating and stimulating learning environment for carefully selected range of skills known to be important to young dyslexic adults. 

At project's end nearly 275 learning games and a game configurator will be free of charge available in 6 languages (English, German, Bulgarian, Greek, Czech, Lithuanian).

e-self help :Enhancement of Self Help

www.e-self-help.eu

Natural disasters in Europe demand introduction of a common and professional European strategy for disaster relief. Currently, European citizens are still inadequately informed or motivated to develop and further their own self-help skills. However, the issue is of concern to all age groups and all strata of society.

Formal and non-formal training and learning programs therefore need to be connected in a way that furthers self-help practice, so the potential for damage in emergencies through can be reduced through committed and competent assistance.

The objective of the e-self help project is to develop an attractive and exciting European, PC-based 'e-self help' learning game for a young target group of students and business college students between 12 and 16 years of age in order to interest and recruit young people all over Europe for self-help themes.

E-VITA

www.evitaproject.eu

The E-VITA project promotes and investigates pedagogy-driven innovation by defining new approaches to problem-based and contextualised learning. Furthermore, it facilitates knowledge-transfer mechanisms which integrate Game Based Learning [GBL] with intergenerational learning concepts. A set of games intending to increase European cultural awareness by conveying the cross-border experiences of older Europeans will be developed, allowing users to experience Europe in a time when strict travelling and migration rules, different economic and monetary systems, and intercultural uncertainty was commonplace. The games will draw on a pedagogically-driven and participatory design process, in order to create engaging and educational experiences that promote self-reflection on the achievements of the European Integration process, outside a formal instructional context.

The E-VITA project is co-funded by the Education and Culture DG under the Lifelong Learning Programme, KA 3

eMapps - Project Completed

www.emapps.info

eMapps.com was a project funded under the European Commission's IST 6th Framework Programme (FP6). It began work in October 2005 and ran for 30 months.The project focused on communities of creative, networking children within the 9-12 age range in the new EU Member States and has produced some significant breakthroughs related to innovative ways of learning, using computer games and mobile learning in schools.

ENGAGE

http://www.engagelearning.eu/

ENGAGE  is a E uropean N etwork for G rowingA ctivity in G ame-based learning in E ducation offering:

  • Creation of a European Games-Based Learning (GBL) Portal.
  • Documented methodologies for developing and implementing game-based learning for practitioners.
  • Europe-wide dialogue on the role of games and game-based approaches in all sectors of education and training.
  • Acceptance of GBL by society, focusing on localisation and cultural issues.

The European Schoolnet Partnership (EUN)

www.eun.org

European Schoolnet (EUN) is a not-for-profit organisation funded by education ministries in Europe dedicated to supporting schools in the best use of technology in learning, promoting the European dimension in schools and education and improving and raising the quality of education in Europe.

European Schoolnet has more than ten years of successful experience in helping schools achieve effective use of new technologies, place European issues at the heart of schooling and equip youngsters and teachers with the skills to achieve in the knowledge society.

GAMEiT

www.projectgameit.eu

Mission Statement:
 “We aim to identify, collect, test, and distribute good practice in game based learning (GBL). Our project will result in a framework of game based learning pedagogy.”
 

Starting Point:
 Learners’ study time in the 21st century often competes directly with very engaging recreational activities such as social networking or video games. As a consequence, learning environments and teaching methods, too, need to be made more creative, innovative and motivating. The GAMEiT project builds on a pedagogic model from the European funded project VITAE (http://www.vitae-project.eu). The VITAE model demonstrated how new learning methods based on Kolb’s learning circle, Internet and Communication Technology (ICT) and particularly the web 2.0 tools can be integrated in Technical and Vocational Education and Training (T-VET) teaching. The GAMEiT project is targeted at teachers, trainers, and multipliers and will empower them to design learning environments and teaching methods which are more creative, innovative and motivating by including game based learning elements and engaging the learner.

IPerG -Project Completed

www.pervasive-gaming.org

IPerG (Integrated Project on Pervasive Gaming) was a EU funded project (FP6 - 004457) which started on 1 September 2004 and came to an end on 29 February 2008.

The aim of IPerG has been the creation of entirely new game experiences, which are tightly interwoven with our everyday lives through the objects, devices and people that surround us and the places we inhabit. The approach has been through the exploration of several showcase games which come under the description of “pervasive games” - a radically new game form that extends gaming experiences out into the physical world.

To achieve a high quality of interactive experience for these games, new technologies and methods were explored for the creation of novel and compelling forms of content.

The web site documents the main findings of the project and its public documentation - publications, deliverables and dissemination materials.

Lundus: European Network for the Sharing and Dissemination of Technologies and Knowledge in the Innovative Field of Game Based Learning

www.ludus-project.eu

Objective of the LUDUS (in Latin, “game” project is the creation of a European network for the transfer of knowledge and dissemination of best practices in the innovative field of Serious Games.