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