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Serious game to train experts in advanced multimodality
Start date: Sep 1, 2016, End date: Aug 31, 2019 PROJECT  FINISHED 

Multimodality as a concept can be described as an interdisciplinary approach enabling capitalising on a multiplicity of media and modes that will greatly benefit to educational institutions in the evolution of their learning methodologies. Indeed, with the development of new technologies, digital tools are more and more used in the educational sector. For instance, serious games are an innovative solution to train with an entertaining methodology, ensuring learners to acquire skills with more interactivity.Hence, digital tools are really efficient for both trainers and learners if they are well used. However, there is nowadays a lack in trainers’ apprenticeship, especially in adult education and VET, regarding the use of these new tools in the teaching process. Therefore, improving trainers’ knowledge about multimodality and their digital skills and capacity will improve the quality of the training methods in Europe. Based on this context, the aim of the STEAM project (Serious game to Train Experts in Advanced Multimodality) is to develop an immersive serious game for developing a ToT programme, i.e. training of trainers solution, in order to improve their competencies regarding multimodality in their educative methodology. This project will be transversal as it will target Adult Education, as well as VET, with also great opportunities for future transfer in other educational segments. Thanks to this solution, the trainers will learn how to use efficiently the opportunities provided by multimodality through integration of digital tools in their courses, and how to adapt them to their learners. The game will immerse trainers in a virtual universe and will provide accurate contents about multimodality. Using a serious game to learn about serious games and digital tools is also an innovative “learning by example” method.The project will be coordinated by Manzalab, a French SME specialised in the development of serious games. This company works with researchers in the fields of computing science and neurosciences in order to develop very innovative and relevant games, adapted to specific audiences. Manzalab initiated the STEAM project in order to improve knowledge of trainers in this field.To ensure proper development of the project, four other organisations joined the consortium: the Serious Game Institute (SGI – UK), the Academy for Vocational Education and Training (AFBB – Dresden), Sedu Vocational and Adult Education Centre (SEDU - Finland), and VUC Storstrøm Adult Education Centre (VUCSTOR – Denmark). SGI has a great experience in researches on serious games and will be in charge of all end-users analysis to ensure relevance of the solution and enhance its opportunities of replication. The three other partners, AFBB, SEDU and VUCSTOR, are adult and/or VET centres and will help defining the trainers’ needs, regarding the specificity of each country in the digitalisation of teaching. They will also test the serious game on their trainers and provide recommendations to improve it. Each partner has a key role to play in this project and will provide its expertise to develop a really relevant and innovative serious game.To create a serious game that will be strongly targeting a complete European need, SGI will bring its expertise to capitalise on past projects working in the same subjects and will conduct surveys, helped by AFBB, SEDU and VUCSTOR. Thanks to this analysis, pedagogical and technical specifications will be released enabling co-creation of the contents, of the serious game and release of a complete accurate solution. This serious game will be tested on around at least 20 trainers from AFBB, SEDU and VUCSTOR. To ensure replication, a final analysis, based on the feedbacks and complementary study, will provide strategies for future adaptation of the serious game depending on the trainers profile. Thanks to these activities, the STEAM project will have strong impacts on the skills of adult trainers, especially:- The trainers will improve their knowledge and skills regarding multimodality in their educative methodologies. Therefore they will improve their courses, using digital tools in an efficient way for their learners.- The quality of adult and VET education will be globally improved. Their courses will be more interactive and adapted to their learners. The learners will also improve easily their skills. - The serious game released will be a tool to intensify the use of digital tools in education. It will show to a large audience how useful these tools can be, and therefore it will encourage all trainers and teachers to use it.- On the long term, great opportunities will be given to the whole educational system and segments to improve their use of multimodality.
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