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Game-based Research in Education and Action Training

"We talk about creative learning. However, all learning involves some form of destruction, some form of creation and/or particular co-creation... The centrality of learning is here translated into a need for action: learning. Learn to create, learn how to create disruptions, learning to create innovation, learning to live together to collaborate. But if Learning and Technology, together, can build and host its core in the destructive potential of creativity and, by extension, of the collaboration, the need for meaning in all this is imperative. It is crucial to making sense of all forms of learning: informal, formal, not formal." Roberto Carneiro in Conference Book Creative Learning & Innovation:2009This project aims to proceed according to the Theory and Trends that cross Europe for its number one Priority in the EU 2020: Growth based on knowledge and innovation: Innovation; Education; Digital Society. The starting point for this project is the experience and knowledge base sustained by the partnership. Partners are well known and experienced. Games in Education are one of the Trends for the Future of Learning (JRC/IPTS. Trends for 2030). The purpose and general objective is to provide a methodology and a way to use Game-Based Learning by Training Companies/Organizations (focusing on SMEs and on the Social Economy) and VET organizations (including Higher Education) trough the knowledge producers and distributors: Trainers and Teachers.Games will not be produced! The needs analysis will provide the basis to research existing ones, that will be suitable to use and to apply in education and training, extending the precedent selection of 32 games for education environments, special attention will be given to existing games form the partnership countries. A review of the state-of-the-art will be made.Evaluation and quality assurance will play an important role and will be implicated at all times and from the beginning of the project.The project will explore the capability to influence, to involve and to bring together in specific moments some experts and recognized European authorities for focus based learning, trough their individual members and partners. Experienced users of different knowledge channels provided to the Commission, like Engage Learning, elearning papers, CEDEFOP and ETF papers, as well as members of DGEAC, DGINFSO, IPTS/JRC, DGEI and those who have access to the European learning platforms like EUCIS LLL.
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