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Alternative framings for a new role of gaming in education and society: eConfidence at Gaming Horizons
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"Video games are an area of enormous economic, cultural and educational significance. Yet the development and the use of games across society raises a number of ethical questions which...
Curious what the eConfidence consortium has been up to lately? Between 24 and 25 May 2017, the eConfidence project partners met in Cologne (Germany) to discuss upcoming steps in the...
What do we understand by serious games? What would be the link between them and behavioural changes? Or, better yet, can confidence in behaviour change through serious games?