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SGEED Serious games, education & economic development 2011 Conference Centro METID Milan, May 26, 2011 Alberto Colorni, Valeria Baudo, Matteo Uggeri

Innovation as a key factor Serious Games

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SGEED 2011, Politecnico di Milano, 25-27 maggio 2011

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Page 1: Innovation as a key factor Serious Games

SGEEDSerious games, education & economic development 2011 Conference

Centro METIDMilan, May 26, 2011

Alberto Colorni, Valeria Baudo, Matteo Uggeri

Page 2: Innovation as a key factor Serious Games

General purpose of the conference

• Provide visibility to LUDUS• Create an event around the issue of Serious Games,

with different points of view: Companies, Universities and Regional Insituions

• Make the event more ‘involving’ for partecipants, managing workshops sessions and not only speeches

Page 3: Innovation as a key factor Serious Games

“Serious Games as a training and educational tool: Different approaches and Case Studies”

• 10:00 - 10:15: Introduction to the Conference, Susanna Sancassani, Managing director, METID Centre, Politecnico di Milano

• 10:15 - 10:30: Innovation of the training languages: game as a key factor…Matteo Uggeri, METID Centre, Politecnico di Milano

• 10:30 - 10:45: Simulative Mind and Serious Games Luigi Anolli – Full Professor of Communication Psychology and director of the CESCOM Centre- University of Milan-Bicocca

• 10:45 - 11:00: Regional policies of didactic innovation: …Barbara Ongaro – Regional Scholarship Institution of Lombardy

11:00 - 11:15 Coffee break

Page 4: Innovation as a key factor Serious Games

“Serious Games as a training and educational tool: Different approaches and Case Studies”

• 11:15 - 11:45: The Role of Serious Games and Immersive Technologies in Business … David Wortley FRSA - Immersive Technology Strategies

• 11:45 - 12:15: Serious Games in business: some case studiesLucia Pannese - Imaginary

• 12:15 - 12:45: Serious Games and StorytellingSonia Hetzner– University of Erlangen

• 12:45 – 13:00, Conclusions and workshop’s introduction

13:00 – 14:00 LUNCH break

Page 5: Innovation as a key factor Serious Games

“Serious Games as a training and educational tool: Different approaches and Case Studies”

Afternoon session:• WORKSHOP 1

– Multicultural Dialogue Training: An adaptive simulation approach” in the frame of the European project ImREAL

– Imaginary, University Erlangen Nuremberg, University of Milan-Bicocca

Tomorrow morning:• WORKSHOP 2

– LUDUS Second Competition: Award and discussion about the use of Serious Games to boost student’s motivation“

– METID Centre

Tomorrow afternoon:• WORKSHOP 3

– Serious Games for reflective learning in the frame of the European project MIRROR”– Imaginary, University Erlangen Nuremberg, University of Milan-Bicocca

Page 6: Innovation as a key factor Serious Games

Innovation of the training languages: game as a key factor for motivation and learning

Centro METIDMilan, May 26, 2011

Alberto Colorni, Valeria Baudo, Matteo Uggeri

Page 7: Innovation as a key factor Serious Games

Game as a key factor for motivation and learning

• Motivation through games:– Basics of games (not only videogames)– Three examples:

CO

MP

ET

ITIO

N

CR

EA

TIV

ITY

UEX

to renforce skill and knowledge

W2W

vocational guidance

PTS

To foster creativity (through competition)

Page 8: Innovation as a key factor Serious Games

The features of a role-play

• E – simulated environment (+ different roles)• D – difficulties to overcome (questions,

actions, …)• R – rules of behavior

• P – system of rewards and penalties

G=E+D+R+P

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An epic win is always possible

Page 10: Innovation as a key factor Serious Games

Other aspects to be considered

• How many people play – individual: play (+ ranking)– team: competition & cooperation (+ ranking)

• In what way – synchronous way (es. “wins who first …”)– asynchronous way (es. on-line auctions)– blended way

• With the support of web site, platform, chat, wiki, …and all the tools you need to make the experience more engaging

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University Explorer Role Playing game

Target High school and university students

Area Institutional communication

Aim The game looks like an adventurous virtual journey into the University and provides access to any useful information to become acquainted with the University: schools, degree programme, departments, regulations, offices, regional construction and research activity.

Steps virtual exploration at 360° of the two locations of Politecnico di Milano: I° LEVEL – Campus Leonardo da Vinci I° LEVEL – in inglese II° LEVEL – Campus Bovisa

Numbers more then 3000 students enrolled (400 foreign students)

Page 12: Innovation as a key factor Serious Games

University Explorer http://www.universityexplorer.polimi.it/

Page 13: Innovation as a key factor Serious Games

PERFORMING TEATRO SCIENZAA serious game to develop creativity in school

Target High school students

Area Fostering of scientific culture

Aim To develop youth creativity applied to science

Steps 1 - teather show about scientific themes (i.e. Brecht and Galileo)2 - laboratories in schools3 - realization of multimedia projects by the classes (and individuals)4 - winner awards

Numbers 1.500 involved students

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PERFORMING TEATRO SCIENZAhttp://www.youtube.com/watch?v=ZywoIBRgQCo http://www.youtube.com/watch?v=twIA9ai_sXg

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LA BUSSOLARole playing game of WEEK TO WEEK project

Target High school students

Area Vocational guidance

Aim Put in evidence person’s potentialities, wishes, limits in order to let them find their professional role

Steps 1 month of different competitive activities focused on role playing:- “how it will end?”- students try to describe how they would act in specific

context presented; - “sliding doors” – a specific reality will be presented and 8 possible different

ends: students have to choose the one more representative of themselves;

- “ID card” – be the professional you like and describe it in a blog

Numbers 34 participants from different schools

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LA BUSSOLAhttp://www.week2week.polimi.it

http://progetti.metid.polimi.it/video/2011/w2w/comevaafinire.html