eLearning Papers seeks contributions about Game Based Learning in both sections: In-Depth and From the Field. Deadline June 3, 2011
In parallel to the phenomenal rise of the digital game development industry through time, the acceptance of games in other sectors has also been changing. Computer game skills have been increasingly applied in almost all areas of human activity within modern societies. Digital games have now been embraced by the academic research community as a research topic, as well as discovered by the education sector as a highly interactive media that can support and foster learning. As a popular and powerful media, computer games are being considered for use in various education and training settings to motivate learners, to focus their attention, and to help them to construct meaningful and permanent records of their learning.
Games have high presence in informal segments of learning – but in formal education, games are still often seen as an unserious activity and the potentials of games for learning remain undiscovered. However, when evaluating games with their children, 85% of parents believed that computer games contributed to learning as well as providing entertainment.
Beside fantasy and fun elements, games have potential to foster players’ ability to communicate and interact with others during gameplay. Computer games can help players to think critically when they are required to construct connections between virtual and real life. Game-like learning environments can provide motivating interdisciplinary learning settings, creating opportunities that could improve student collaboration skills as well as help them learn new concepts and synthesize new information. Games have also been praised for the potential they offer in learning business leadership and other skills by practicing in a safe environment.
The potential of Game Based Learning (GBL) is still underestimated. It can play a major role in renewing learning as it is perceived by learners in all levels of education and training systems. eLearning Papers seeks contributions about mixed realities, virtual worlds and gaming in both sections: In-Depth and From the Field.
We specifically invite contributions which address one or several of the following issues:
- Innovative game based learning technologies, applications, tools and environments
- 3D virtual worlds supporting learning, e.g. in language learning or leadership training
- Use of mobile games and location-based technology for learning
- Innovative applications of mixed realities for learning
- Use of simulations in education, corporate training and military
- Technology for massive multiplayer online games (MMOGs) for learning
- Interactivity design in game based learning applications
- Player immersion and learning
- Case studies and best practices in GBL
- Social and collaborative aspects of GBL
- Implementation issues associated with GBL
- Learning design, good gameplay and instructional theory for GBL
- Use of role plays for learning and training
- Assessment and evaluation in GBL
- Gender, age, cultural and ethical issues in GBL
- Rating of games for learning
- Accessibility of games for learning
Professor DI Dr. Maja Pivec, University of Applied Sciences FH JOANNEUM in Graz, Austria
The submissions need to comply with the following guidelines:
- Submission language: English
- Title: must effectively and creatively communicate the content of the article and may include a subtitle.
- Executive summary for In-depth section should not exceed 200 words.
- Executive summary for From the field section should not exceed 50 words.
- Keywords: up to five relevant keywords need to be included.
- In-depth full texts: articles should range from 4,000 to 6,000 words.
- From the field texts: texts should not exceed 1,200 words.
- Conclusions: special importance is given to the representation of the conclusions, which should be clearly stated both in the summary and at the end of the article.
- References: All the references must be adequately cited and listed.
- Author profile: author name, institution, position and e-mail address must accompany each submission.
- Images: Please send high resolution JPEG files
See the complete guidelines at: Instructions for writers
Open Tapestry is an online educational/ training tool that leverages open education resources to aid in teaching and learning. Instructors can use it to deploy courses through the Open Tapestry platform or through their own website.
Open Tapestry can easily be integrated with anything (any LMS, Google Docs, interactive tools) and provides a scalable search and recommendation engine, where instructors can connect with colleagues and find relevant content.
The platform aims to make finding teaching and training materials simple and reduce the costs associated with assembling instructional content.
SpeakApps Open Educational Resources (OER) consists of a set of online tools for practising oral production and interaction when learning foreign languages.
The SpeakApps openly licensed tools are directed at different types of activities and are suitable for all students, regardless of the level they have reached in a particular language.
The platform's OER repository allows teachers to find a growing amount of activities and experiences to be carried out in their classrooms. Moreover, and since the repository is build in a wiki environment, users are able to actively contribute to the project by modifying and adapting activities to their needs.
Media & Learning 2013 is targeted at practitioners and policy makers interested in exploring and discussing media supported learning at all levels of education and training.
Media & Learning 2013 is for all those interested in the latest developments, services and uses of media in education and training. Aimed at both policy makers and practitioners, the purpose of this annual event is to identify policies and initiatives that promote digital and media competence at all levels of education and training as well as to promote best-practice in the take-up and application of media in education and training.
Fiszkoteka.pl is an educational portal that converts the flashcard learning method (i.e. with little pieces of paper bearing information on both sides) into a multimedia online experience.
Net Texts is a free app which organises and delivers the wealth of Open Educational Resources available on the Internet.
Net Texts helps schools replace or supplement printed textbooks with customized multimedia courses delivered to students' iPads, Android tablets and laptops.
- Teachers use the app’s Content Management Website to select existing courses or to create new courses by mixing and matching items from the library with their own educational material.
- Students use the Next Texts iPad or Android or web app to download and view these courses, filled with videos, slideshows, e-books, PDFs, text, audiobooks and links.
Microsoft Mathematics 4.0 is a free online algebra system with a friendly user interface and a step-by-step equation solver which aims to help students understand the path to a correct answer. Its powerful visualization tools also help to capture students’ imaginations and keep them engaged, allowing their comprehension to rise exponentially.
Mathematics 4.0 can help students understand mathematics, science, and tech-related concepts with powerful, easy-to use tools including a graphing calculator, unit converter, triangle solver, and equation solver.
Step-by-step solutions are provided for each problem, so students can learn problem solving skills fast and easy. An improved Computer Algebra System (CAS) helps teachers share and solve more complex equations and functions. It’s capable of handling many subjects, including pre-algebra, algebra, trigonometry, calculus, physics, and chemistry.
Handwriting recognition is also included, so all students can write out problems by hand.
Microsoft Mathematics 4.0 is part of the Microsoft Partners in Learning free online resources for educators and schools.
Major changes will take place by 2030 if school education is based on the active participation of the students themselves; the enthusiasm and engagement of digital natives constitute the new milestone for our educative systems.
“Children and parents: internet use and perception” is a study carried out in January 2013 in France to analyse the perception, sometimes divergent, of parents and children about the use of Internet.
Commissioned by the Institut Français d'Opinion Publique (IFOP) to RSA on the occasion of the Safer Internet Day 2013, celebrated on 5 February, the study counted with the participation of 403 young people aged 11 to 17 and 402 parents.
The survey focused on five main areas: context of Internet use by children, perceived level of safety on the Internet, Internet behaviour, perceptions and attitudes on social networks, experiences of children and their rights on the Internet.