13
A Special Interest Group for the Game-based Learning in Universities and lifElong learning EU eLearning initiative 2004 - 2006 www.sig-glue.net

A Special Interest Group for the Game-based Learning in Universities and lifElong learning EU eLearning initiative 2004 - 2006

Embed Size (px)

Citation preview

Page 1: A Special Interest Group for the Game-based Learning in Universities and lifElong learning EU eLearning initiative 2004 - 2006

A Special Interest Group for the Game-based Learning

in Universities and lifElong learning

EU eLearning initiative 2004 - 2006

www.sig-glue.net

Page 2: A Special Interest Group for the Game-based Learning in Universities and lifElong learning EU eLearning initiative 2004 - 2006

www.sig-glue.net Digital Games in Education, 22. 03. 2004, Edinburgh

Consortium

• FH JOANNEUM Gesellschaft mbH (A)

• Hochschule der Medien (GE)

• Oland Folk High School (S)

• Research Academic Computer Technology Institute (GR)

• Scienter (I)

• Tampere Polytechnik (FI)

• University of Edinburgh (UK)

Page 3: A Special Interest Group for the Game-based Learning in Universities and lifElong learning EU eLearning initiative 2004 - 2006

www.sig-glue.net Digital Games in Education, 22. 03. 2004, Edinburgh

SIG-GLUE objectives

• establishment of structured collaboration and research in the game-based learning area,

• creating tools that support propagating of knowledge, skills, experience in the game-based learning,

• monitoring the quality and establishing a quality stamp for game-based learning resources,

• contributing to innovation of the European institution and Universities

Page 4: A Special Interest Group for the Game-based Learning in Universities and lifElong learning EU eLearning initiative 2004 - 2006

www.sig-glue.net Digital Games in Education, 22. 03. 2004, Edinburgh

SIG-GLUE objectives

G1: SIG-GLUE community will provide a European communication and exchange platform for game-based learning in the field of universities and lifelong learning.

Page 5: A Special Interest Group for the Game-based Learning in Universities and lifElong learning EU eLearning initiative 2004 - 2006

www.sig-glue.net Digital Games in Education, 22. 03. 2004, Edinburgh

SIG-GLUE objectives

G2: Aim of the SIG-GLUE community is to support end users by the application of game-based learning in the first place.

To support development and application of formally acknowledged joint game-based lectures and courses.

Page 6: A Special Interest Group for the Game-based Learning in Universities and lifElong learning EU eLearning initiative 2004 - 2006

www.sig-glue.net Digital Games in Education, 22. 03. 2004, Edinburgh

SIG-GLUE objectives

G3: Establishing a Quality stamp for game-based learning resources and permanent monitoring the quality.

Page 7: A Special Interest Group for the Game-based Learning in Universities and lifElong learning EU eLearning initiative 2004 - 2006

www.sig-glue.net Digital Games in Education, 22. 03. 2004, Edinburgh

SIG-GLUE objectives

G4: Workshops & events

- to educate the educators

- to promote innovative learning approaches

- to inform on current research and design of educational games

Page 8: A Special Interest Group for the Game-based Learning in Universities and lifElong learning EU eLearning initiative 2004 - 2006

www.sig-glue.net Digital Games in Education, 22. 03. 2004, Edinburgh

SIG-GLUE objectives

G5: Establishment of different Task Forces

- to be identified and defined by the participating members

- based on the common interests

- user analysis and

- trends and recent developments

Page 9: A Special Interest Group for the Game-based Learning in Universities and lifElong learning EU eLearning initiative 2004 - 2006

www.sig-glue.net Digital Games in Education, 22. 03. 2004, Edinburgh

SIG-GLUE results

• Community on GBL

• Task Forces

• National SIG-GLUE events & workshops on game-based learning

• International SIG-GLUE events & workshops on game-based learning

• News letter (bi-monthly & web-site)

Page 10: A Special Interest Group for the Game-based Learning in Universities and lifElong learning EU eLearning initiative 2004 - 2006

www.sig-glue.net Digital Games in Education, 22. 03. 2004, Edinburgh

SIG-GLUE results

• Guidelines and case studies: application of game based learning

• Guidelines for development of educational games

• Formalised quality reviewing procedure

• Support for „UniGame: Social Skills and Knoweldge Training“ platform users

Page 11: A Special Interest Group for the Game-based Learning in Universities and lifElong learning EU eLearning initiative 2004 - 2006

www.sig-glue.net Digital Games in Education, 22. 03. 2004, Edinburgh

SIG-GLUE stakeholders

• Teachers, trainers, tutors– higher education– adult education– companes, external training providers– social workers

• Learners– students– adult learners, workers– unemployed

Page 12: A Special Interest Group for the Game-based Learning in Universities and lifElong learning EU eLearning initiative 2004 - 2006

www.sig-glue.net Digital Games in Education, 22. 03. 2004, Edinburgh

SIG-GLUE stakeholders

• Others– Education authorities– Training providers– Curriculum development specialists– e-learning Industry– Publishers– Multimedia content providers– The research community

Page 13: A Special Interest Group for the Game-based Learning in Universities and lifElong learning EU eLearning initiative 2004 - 2006

http://www.sig-glue.netContact:

Maja [email protected]

Anastasia [email protected]