The reason for this project are different (EC) surveys showing that children are more and more using ICT and ICT based serious games. These surveys also describe that only 10% of the serious games are used for educational programmes in schools. Therefore proven positive benefits of serious game use remain limited to the private situation of children and are not deployed to achieve educational objectives and priorities. Research shows that improvement of the use of serious games in education largely depends on the attitude, skills and knowledge of teachers. Curiously enough neither the digital illiteracy nor the position of parents is taken into consideration while children and their use of serious games provide for an excellent link between school and home and between formal, informal and non-formal learning. EduGameLab targets parents (adults) and teachers and develops concrete, specific solutions for their problems concerning serious games.By solving 3 main issues (the lack of user friendly quality rating instruments, the lack of knowledge and skills of parents and teachers and the lack of examples for the integration of educational objectives and priorities in serious games), EduGameLab will realise a strongly intensified use of serious games in education and will reduce the barriers between formal, informal and non-formal learning. The outputs of EduGameLab will be:- A quality rating instrument of serious games,- Workshops on serious games for parents and teachers, - Report on the added value of serious games in education (Serious games for dummies online) and the introduction of serious games in curricula of future teachers, - A serious game platform of users (teachers and parents) and producers- A serious game prototype integrating all project results.The size of the consortium and the large numbers of schools, teachers, parents and children they represent contributes to the large impact EduGameLab will have.
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