Final seminar

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Expert's seminar

Evidence-based development of serious games for the educational sector: challenges and perspectives

9:00 – 15:30, 12 September 2018
Future Classroom Lab, Rue de Trèves 61, Brussels - Belgium

Seminar objective

The seminar aims to create an open space of exchange, bringing together representatives of the relevant stakeholders in the field of games and serious games for educational purposes.

During the event, European Schoolnet, eConfidence partners and Scientix experts will engage with the participants around the lessons learnt from their activities concerning games at school.

Participants will have the opportunity to contribute actively presenting their experience, projects and initiatives related to key topics and questions during the group discussions.

Target audience

  • Representatives of Ministries of Education
  • National/regional authorities responsible for education policy
  • Games developers
  • Researchers in the field of social sciences and games for learning
  • Educational professionals (teachers, school heads, pedagogical coordinators, school counsellors)

Seminar topic

Serious games – that is, games with an educational purpose – have become popular in schools and have been shown to support knowledge acquisition as well as bring about behavioural, perceptual and cognitive change. They can be an important learning method provided they have a sound underlying pedagogical design.

In this workshop, we will look beyond what we already know about their use in education to what kind of impact we expect them to have and how to move from vision to evidence.

We will identify some of the current challenges for initiatives aiming to develop games for the schools context and to involve social science researchers, game developers and schools in this process.

We will look together at how serious games have a positive impact in behavioural changes, how they can be used in learning and teaching environments as a positive resource for young people, teachers, parents and carers, what innovative methodologies can be applied to develop games and serious games for the educational context. We will also look into opportunities, sustainability actions and recommendation for future activities.

Agenda

Download the event agenda

Seminar materials

Setting the scene - The use of games in education

Games in Schools
Jürgen Bänsch, Interactive Software Federation of Europe

What is PEGI and how the age rating system is communicated to schools
Jennifer Wacrenier, PEGI

What research tells us

Educational benefits of games and serious games
Svjetlana Kolic-Vehovec, FHSS - University of Rijeka
Ana García-Valcárcel Muñoz-Repiso, University of Salamanca

Games development methodologies: current models and innovation
Carlos Alberto Catalina, ITCL - Institute of Technology

Applying serious games in educational contexts

Applications of Serious Games in Educational Contexts
Amber T Muenzenberger, Triseum

Adina Nistor, Scientix


Teaching with games – The experience of Scientix Ambassadors
Annamaria Lisotti, Anna Sulek and Panagiota Argiri, Scientix Ambassadors

The state of the European educational games sector

Jari-Pekka Kaleva, European Games Developer Federation (EGDF)

 

Further information

Organisers

About European Schoolnet

www.europeanschoolnet.org

European Schoolnet - EUN is a network of 34 Ministries of Education from across Europe, leading educational innovation at European level. As a major international think tank, European Schoolnet operates key European services in education on behalf of member Ministries of Education, the European Commission, and industry partners.

About the eConfidence project

www.econfidence.eu

eConfidence - Confidence in behaviour changes through serious games is a 24 months project funded by the European Union's Horizon 2020 research and innovation programme. eConfidence focuses on the use of serious games in education and their potential benefits in supporting behavioural changes for young people. The project aims at developing a methodology and testing it with two serious games considering behavioural aspects related to safe use of internet and bullying.

This project has received funding from the European Union's Horizon 2020 research and innovation programme under grant agreement - No 732420. This communication reflects only the author's view. It does not represents the view of the European Commission and the EC is not responsible for any use that may be made of the information it contains.

About Scientix

http://www.scientix.eu

Scientix - The community for science education in Europe, funded under the European Union H2020 programme for Research and Development, Grant agreement number 730009 - promotes and supports a Europe-wide collaboration among STEM (science, technology, engineering and maths) teachers, education researchers, policymakers and other STEM education professionals.

The work presented in this document is supported by the European Commission's H2020 programme - project Scientix 3 (Grant agreement N. 730009), coordinated by European Schoolnet (EUN). The content of the document is the sole responsibility of the organiser and does not represent the opinion of the European Commission (EC), and the EC is not responsible for any use that might be made of information contained.