eConfidence approach

Successful inclusive education creates a learning environment that supports not only the cognitive abilities of all children but also their social and emotional development. eConfidence will engage students in skills development, support teachers to incorporate games into informal and formal programmes, and overall have a major contribution to social inclusion by allowing children to acquire necessary skills to empower them in society.

eConfidence will explore how digital games can play a major role in enhancing and enriching learning for children, in a formal educational context as part of learning objectives and, where needed, aligned with curriculum. The results of the project can further enable other stakeholders to understand the benefits of the serious games in developing skills.

The project results will also promote the inclusion of serious games as one of the digital resources with educational opportunities, promoting its study by future teachers and educators as a reliable tool that their own students can experience and from which they can learn safely. Based on the educational results to be obtained by eConfidence, the interest in the incorporation of subjects relating to the creation of specific serious games for education qualifications can raise, from broader disciplines teaching digital skills up to specific assignments on game design. 

eConfidence Games

As a non-traditional teaching tool, games used in classroom give rise to many interchanges between teachers and students about their practices.

A serious game is a game designed for a primary purpose other than just entertainment. The term serious refers to the added component of the game that enables players to perceive the game as a learning experience.

eConfidence will deliver two highly configurable serious games (offline/online) that adapt in terms of behaviour objectives, game scenarios and game elements based on player profiles and current behavioural, emotional and cognitive states.

Due the broad possibilities and desired outcomes when dealing with behaviour change, the main topics of interest for the games have been narrowed to two well-defined subjects: Safe Use of Internet and Bullying. 

Pilots in schools

eConfidence will test the methodology with two serious games developed considering behavioural aspects for the Safe use of Internet and Bullying. The games will be tested in pilot sessions in ten different Spanish and English speaking schools to assess behavioural changes.

The pilots will be conducted over a selection of schools (teaching children aged 12-14), in the school year 2017-2018. The sample will be selected through volunteers (a call for participation will be launched), by following a set of criteria to ensure an adequate representation.