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WEBINAR:
ADULT LEARNERS AND
COMPUTER GAMES
When: 28th of January 2013, from 14:00 – 14:30. (group started to gather from 13:45)
Where: via Google+ Hangouts

Timeline of the Webinar:
14:00        Informal Hangout and Welcoming of the participants

14:03       Welcome & Structure of the Webinar
            Presentation & Discussion
14:25       Feedback and Goodbye

14:30       End of the Webinar
ADULT LEARNERS AND
COMPUTER GAMES
@MajaPivec

www.majapivec.com

http://www.engagelearning.eu/

                                Webinar on 28. 1. 2013, via Google+ Hangouts
Presented Research


•  GREAT Project – Lifelong learning and training
      http://www.projectgreat.eu/



•  Serous Sports – game-based learning in sports
      http://www.serious-sports.org/
GREAT Project

•  EU Leonardo da Vinci funded project
•  October 2011 – September 2013
•  http://www.projectgreat.eu/


•  Co-ordinator:
   APG (Portuguese Association of Human Resource
   Managers), Portugal
•  Partners: AIF (IT), FH JOANNEUM (AT), GAZI University
   (TR), I.ZONE (RO), MERIG (AT)
•  Associated and media partners
Expert Focus Group        26-27th February Graz, AT

                a platform for international experts on serious games,
                         game-based learning, e-learning and training
Expert Statements

-  Tendency that GBL is getting more value
-­‐  Preparing	
  citizens	
  to	
  our	
  society	
  (also	
  due	
  to	
  technology)	
  


-  Can we afford games in education without video game
   industry?
-  Now the technology is available that everyone can make
   its own game (important is game play and design of the
   game)

-  Safe environment to test hypothesis, to try out, make
   mistakes and to learn from that
-  Important how and when the feedback is presented
Expert Statements

-  What is the big appeal for youngsters? Not a concept of
 serious game, but serious fun i.e. fostering competences
 by allowing also fun experience

-  Term games can demotivate a lot of people (in terms of
   learning)
-  How can we use games for adults, to learn and have fun,
   as a serious way

-  Games need to be culturally adaptable to different
 countries, different age, technology, and need to be easily
 accessible
Conclusions

To achieve results teachers / trainers need competences to
be able to integrate digital games into the teaching,
familiarise themselves with the game-based methods and
the games themselves.

Products & Results

•  State of the art report on game-based learning in training
•  Training package for trainers
•  Assessment tools
•  On-line catalogue of games for project management
Further events

•  Workshops and blended learning courses for trainers

       Dates	
  for	
  workshops,	
  training	
  seminars	
  and	
  ongoing	
  ac5vi5es	
  
       will	
  be	
  published	
  at	
  h:p://www.projectgreat.eu/	
  

•  Final conference 15 – 16 September 2013, in Lisabon,
       Portugal

•  Special Issue of eLearning Papers (on VET) , Autumn
       2013
              http://elearningpapers.eu/en/elearning_papers


	
  
	
  
DISCUSSION 1
Do you have any experience in playing games?

What is your opinion in using digital games for
learning?
DISCUSSION 1
None of the participants were game players,
mainly they play basic card games or retro games
like Tetris, however they can imagine to use
games for learning, especially in the social area.
Serious Sports                  http://www.serious-sports.org/



•  two year Leonardo da Vinci project, Oct. 2011 – Sept.
   2013
•  Coordinator: DEIS Department, Ireland
•  Partners: FH JOANNEUM (AT), London South Bank
   University (UK), Semmelweis University (HU), Simsoft
   (TR), Scienter (IT), University of Oulu (FI)

•  Aim: develop a digital sports game for training sports/
   fitness coaches
•  GBL repository of resources and guidelines for vocational
   training of people involved in sports
Serious Sports                  http://www.serious-sports.org/


                         Usability Tests
                         of Game Input
                            Devices
                                           Assessment
           Assessment                       Method of
            Matrix and                        Game
          Game Surveys                     Development
                                              Tools

                          Theoretical
                         Framework for
                         Assessment of
                         Sports Related
                            Games




Theoretical Framework for Assessment of Sport Related Games
Motoric competences
•  Kinect Sports
•  Kinect Adventures
•  Dance Central
Kinect™	
  for	
  XBOX	
  360™	
  
        FH	
  JOANNEUM	
  Graz	
  



                            The	
  Nintendo	
  DS™	
  
         Department	
  of	
  EducaJon	
  and	
  Skills	
  



blobo
University of Oulu


                     Nintendo®	
  Wii	
  Wheel™	
  
             Semmelweis	
  Egyetem	
  Testnevelési	
  
                      és	
  SporRudományi	
  Kar	
  


Nintendo®	
  Wii	
  Remote™	
  
SimsoD	
  
Serious Sports                   http://www.serious-sports.org/

•  Serious Sports Catalogue of Digital Sports Games
•  http://serious-sports.org/content/serious-sports-catalogue-
 digital-sports-games



•  35 reviews of COTS
•  5 different sports gaming genres
•  Usability tests of game input devices
•  Using GBL methods in sports
DISCUSSION 2
Have you ever played movement based games?

Could you imagine to improve your fitness by
playing games?
DISCUSSION 2
Participants of the webinar have moderate to none
experience with movement based games; one
participant did play such games with her siblings, other
participant experienced playing a game in co-op mode
as a good demonstration of team work.
THANK YOU

www.majapivec.com
http://www.engagelearning.eu/

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Learning with computer games for vocational sector

  • 1. WEBINAR: ADULT LEARNERS AND COMPUTER GAMES When: 28th of January 2013, from 14:00 – 14:30. (group started to gather from 13:45) Where: via Google+ Hangouts Timeline of the Webinar: 14:00 Informal Hangout and Welcoming of the participants 14:03 Welcome & Structure of the Webinar Presentation & Discussion 14:25 Feedback and Goodbye 14:30 End of the Webinar
  • 2. ADULT LEARNERS AND COMPUTER GAMES @MajaPivec www.majapivec.com http://www.engagelearning.eu/ Webinar on 28. 1. 2013, via Google+ Hangouts
  • 3. Presented Research •  GREAT Project – Lifelong learning and training http://www.projectgreat.eu/ •  Serous Sports – game-based learning in sports http://www.serious-sports.org/
  • 4.
  • 5. GREAT Project •  EU Leonardo da Vinci funded project •  October 2011 – September 2013 •  http://www.projectgreat.eu/ •  Co-ordinator: APG (Portuguese Association of Human Resource Managers), Portugal •  Partners: AIF (IT), FH JOANNEUM (AT), GAZI University (TR), I.ZONE (RO), MERIG (AT) •  Associated and media partners
  • 6. Expert Focus Group 26-27th February Graz, AT a platform for international experts on serious games, game-based learning, e-learning and training
  • 7. Expert Statements -  Tendency that GBL is getting more value -­‐  Preparing  citizens  to  our  society  (also  due  to  technology)   -  Can we afford games in education without video game industry? -  Now the technology is available that everyone can make its own game (important is game play and design of the game) -  Safe environment to test hypothesis, to try out, make mistakes and to learn from that -  Important how and when the feedback is presented
  • 8. Expert Statements -  What is the big appeal for youngsters? Not a concept of serious game, but serious fun i.e. fostering competences by allowing also fun experience -  Term games can demotivate a lot of people (in terms of learning) -  How can we use games for adults, to learn and have fun, as a serious way -  Games need to be culturally adaptable to different countries, different age, technology, and need to be easily accessible
  • 9. Conclusions To achieve results teachers / trainers need competences to be able to integrate digital games into the teaching, familiarise themselves with the game-based methods and the games themselves. Products & Results •  State of the art report on game-based learning in training •  Training package for trainers •  Assessment tools •  On-line catalogue of games for project management
  • 10. Further events •  Workshops and blended learning courses for trainers Dates  for  workshops,  training  seminars  and  ongoing  ac5vi5es   will  be  published  at  h:p://www.projectgreat.eu/   •  Final conference 15 – 16 September 2013, in Lisabon, Portugal •  Special Issue of eLearning Papers (on VET) , Autumn 2013 http://elearningpapers.eu/en/elearning_papers    
  • 11. DISCUSSION 1 Do you have any experience in playing games? What is your opinion in using digital games for learning?
  • 12. DISCUSSION 1 None of the participants were game players, mainly they play basic card games or retro games like Tetris, however they can imagine to use games for learning, especially in the social area.
  • 13. Serious Sports http://www.serious-sports.org/ •  two year Leonardo da Vinci project, Oct. 2011 – Sept. 2013 •  Coordinator: DEIS Department, Ireland •  Partners: FH JOANNEUM (AT), London South Bank University (UK), Semmelweis University (HU), Simsoft (TR), Scienter (IT), University of Oulu (FI) •  Aim: develop a digital sports game for training sports/ fitness coaches •  GBL repository of resources and guidelines for vocational training of people involved in sports
  • 14. Serious Sports http://www.serious-sports.org/ Usability Tests of Game Input Devices Assessment Assessment Method of Matrix and Game Game Surveys Development Tools Theoretical Framework for Assessment of Sports Related Games Theoretical Framework for Assessment of Sport Related Games
  • 15. Motoric competences •  Kinect Sports •  Kinect Adventures •  Dance Central
  • 16. Kinect™  for  XBOX  360™   FH  JOANNEUM  Graz   The  Nintendo  DS™   Department  of  EducaJon  and  Skills   blobo University of Oulu Nintendo®  Wii  Wheel™   Semmelweis  Egyetem  Testnevelési   és  SporRudományi  Kar   Nintendo®  Wii  Remote™   SimsoD  
  • 17. Serious Sports http://www.serious-sports.org/ •  Serious Sports Catalogue of Digital Sports Games •  http://serious-sports.org/content/serious-sports-catalogue- digital-sports-games •  35 reviews of COTS •  5 different sports gaming genres •  Usability tests of game input devices •  Using GBL methods in sports
  • 18. DISCUSSION 2 Have you ever played movement based games? Could you imagine to improve your fitness by playing games?
  • 19. DISCUSSION 2 Participants of the webinar have moderate to none experience with movement based games; one participant did play such games with her siblings, other participant experienced playing a game in co-op mode as a good demonstration of team work.