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Maja	
  Pivec	
  
FH	
  JOANNEUM	
  University	
  of	
  
        Applied	
  Sciences	
  
         Graz,	
  Austria	
  
maja.pivec@+-­‐joanneum.at	
  
Presentation Outline

•      Project,	
  Aim	
  and	
  Research	
  Methods	
  
•      Expert	
  Focus	
  Group	
  and	
  Statements	
  
•      Interviews	
  on	
  Usage	
  of	
  GBL	
  and	
  Analysis	
  
•      Strengths	
  
•      OpportuniJes	
  and	
  Main	
  InnovaJve	
  Aspects	
  
•      Barriers	
  
•      Conclusions	
  and	
  Further	
  Events	
  
	
  
GREAT Project

•  EU Leonardo da Vinci funded project
•  October 2011 – September 2013
•  hLp://www.projectgreat.eu/	
  

•  Co-ordinator:
   APG (Portuguese Association of Human Resource
   Managers), Portugal
•  Partners: AIF (IT), FH JOANNEUM (AT), GAZI University
   (TR), I.ZONE (RO), MERIG (AT)
•  Associated and media partners
Aim
    to	
  provide	
  methodology	
  and	
  guidelines	
  for	
  using	
  Game-­‐Based	
  
                                      Learning	
  (GBL)	
  in	
  educa?on	
  and	
  training	
  
                                                                                                   	
  
•  Research	
  Phase	
  
    –  to	
  develop	
  a	
  common	
  vision	
  for	
  the	
  role	
  for	
  GBL	
  in	
  training	
  
        and	
  educaJon	
  	
  
    –  to	
  elaborate	
  a	
  detailed	
  Needs	
  Analysis	
  of	
  Skills	
  and	
  
        Competencies	
  in	
  Small	
  and	
  Medium	
  Enterprises	
  from	
  
        parJcipaJng	
  countries	
  	
  
    –  to	
  map	
  in	
  detail	
  the	
  most	
  recent	
  approaches	
  and	
  good	
  
        pracJces	
  in	
  Web-­‐Based	
  Needs	
  Assessment	
  and	
  Game-­‐
        Based	
  Learning.	
  	
  
     	
  
     	
  
Research Methods

Desktop Research:
   •  Distribution of work per geographic areas
   •  Template for project assessment
Online Survey (540 responses from 32 countries)
Interviews on Usage of GBL (20 in-depth interviews):
   •  Interview method and Template
   •  Collecting information by partners
International Expert Focus Group (16 experts)
Expert Focus Group        26-27th February Graz, AT

                a platform for international experts on serious games,
                         game-based learning, e-learning and training
Expert Statements

-­‐  Tendency	
  that	
  GBL	
  is	
  geUng	
  more	
  value	
  
-­‐  Preparing	
  citizens	
  to	
  our	
  society	
  (also	
  due	
  to	
  technology)	
  
-­‐  Can	
  we	
  afford	
  games	
  in	
  educaJon	
  without	
  video	
  game	
  
     industry?	
  
-­‐  Now	
  the	
  technology	
  is	
  available	
  that	
  everyone	
  can	
  make	
  its	
  
     own	
  game	
  (important	
  is	
  game	
  play	
  and	
  design	
  of	
  the	
  game)	
  
-­‐  Important	
  how	
  and	
  when	
  the	
  feedback	
  is	
  presented	
  
-­‐  Good	
  environment	
  to	
  test	
  hypothesis	
  
-­‐  Safe	
  environment,	
  to	
  try	
  out,	
  make	
  mistakes	
  and	
  to	
  learn	
  
     from	
  that	
  …	
  we	
  need	
  to	
  facilitate	
  and	
  help	
  this	
  process	
  
Expert Statements

-­‐  Term	
  games	
  can	
  demoJvate	
  a	
  lot	
  of	
  people	
  (in	
  terms	
  of	
  
     learning)	
  
-­‐  How	
  can	
  we	
  use	
  games	
  for	
  adults,	
  to	
  learn	
  and	
  have	
  fun,	
  as	
  a	
  
     serious	
  way	
  
-­‐  What	
  is	
  the	
  big	
  appeal	
  for	
  youngsters?	
  Not	
  a	
  concept	
  of	
  
     serious	
  game,	
  but	
  serious	
  fun	
  i.e.	
  fostering	
  competences	
  by	
  
     allowing	
  also	
  fun	
  experience	
  
-­‐  Company	
  needs	
  one	
  stop	
  shopping	
  –	
  do	
  everything	
  in	
  one	
  
     place	
  (depends	
  also	
  on	
  the	
  role	
  of	
  the	
  trainer	
  and	
  teachers)	
  
-­‐  Games	
  need	
  to	
  be	
  culturally	
  adaptable	
  to	
  different	
  countries,	
  
     different	
  age,	
  technology,	
  and	
  need	
  to	
  be	
  easily	
  accessible	
  
	
  
Interviews on Usage of GBL
      	
  To	
  elaborate	
  detailed	
  Needs	
  Analysis	
  of	
  Skills	
  and	
  Competencies	
  in	
  
      	
  Small	
  and	
  Medium	
  Enterprises	
  from	
  par?cipa?ng	
  countries	
  
      	
  	
  
      	
  To	
  map	
  in	
  detail	
  the	
  most	
  recent	
  approaches	
  and	
  good	
  
      	
  prac?ces	
  in	
  Game-­‐Based	
  Learning

•  Collecting information by partners
   –  Translating questionnaire (TR, PT)
   –  Carrying out interviews (PT, TR, RO, AT, HU, SI)
   –  Transcripts and collation of information in English

•  STAKEHOLDERS: More detailed information on training
   organizations and trainers

•  TRAINING DISCIPLINES: Information on training topics and
   needs for games
Analysis	
  
        Strengths,	
  Opportuni0es	
  and	
  Main	
  Innova0ve	
  Aspects	
  

SWOT Analysis
Strengths – Benefits for the learning experience

Weaknesses – Barriers to implementation

Opportunities –Topics, competences, educational
                                            activities
Threats – Problems, disadvantages, challenges
Strengths

•  Students	
  live	
  online	
  in	
  virtual	
  spaces	
  	
  
•  Would	
  increase	
  tool	
  kit	
  diversity	
  for	
  teaching,	
  linked	
  with	
  
   moJvaJon	
  =>	
  engaged	
  and	
  self	
  reflecJve	
  students	
  
•  Open	
  environment	
  for	
  learning	
  
•  Richer	
  learning	
  experience	
  	
  	
  
•  Memorising,	
  behavioural	
  paLerns,	
  self-­‐esteem	
  
•  Contextual	
  learning	
  
•  Linking	
  theory	
  and	
  pracJce	
  
•  Instantaneous	
  feedback	
  
•  SJmulate	
  pro-­‐acJve	
  behaviour	
  and	
  parJcipaJon	
  
Opportunities and Main Innovative Aspects

•  gain	
  “learning	
  to	
  learn”	
  competences	
  
•  funcJonal	
  competences	
  (language,	
  communicaJon	
  and	
  
     negoJaJon	
  skills)	
  	
  	
  
•  conflict	
  management	
  and	
  resoluJons	
  
•  social	
  and	
  cultural	
  sensiJvity	
  
•  ethical	
  competences	
  	
  
•  interdisciplinary	
  and	
  cross	
  generaJon	
  learning	
  	
  
•  sustainable	
  behaviour	
  	
  
•  learning	
  alone	
  and	
  in	
  groups	
  
•  learning	
  from	
  experts	
  and	
  with	
  pears	
  
	
  
Barriers for Usage of GBL Approaches

•      complexity	
  of	
  acJviJes	
  
•      duraJon	
  Jme	
  of	
  game-­‐based	
  acJviJes	
  
•      meeJng	
  the	
  learning	
  objecJves	
  
•      language	
  of	
  the	
  resources	
  
•      competences	
  of	
  the	
  learners/trainers	
  
•      technical	
  equipment	
  needed/available	
  
•      access	
  to	
  the	
  resources	
  
•      costs	
  
	
  
Conclusions & Further events

To	
  achieve	
  results	
  teachers	
  /	
  trainers	
  need	
  competences	
  to	
  be	
  
able	
  to	
  integrate	
  digital	
  games	
  into	
  the	
  teaching,	
  familiarise	
  
themselves	
  with	
  the	
  game-­‐based	
  methods	
  and	
  the	
  games	
  
themselves.	
  	
  
	
  
Ongoing	
  acJviJes	
  and	
  seminars	
  hLp://www.projectgreat.eu/	
  
	
  
Final	
  conference	
  15	
  –	
  16	
  September	
  2013,	
  Lisabon,	
  Portugal	
  
	
  
Contact:	
  maja.pivec@+-­‐joanneum.at	
  
	
  
	
  	
  
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GREAT Presentation @ FoE Austria

  • 1.
  • 2. Maja  Pivec   FH  JOANNEUM  University  of   Applied  Sciences   Graz,  Austria   maja.pivec@+-­‐joanneum.at  
  • 3. Presentation Outline •  Project,  Aim  and  Research  Methods   •  Expert  Focus  Group  and  Statements   •  Interviews  on  Usage  of  GBL  and  Analysis   •  Strengths   •  OpportuniJes  and  Main  InnovaJve  Aspects   •  Barriers   •  Conclusions  and  Further  Events    
  • 4. GREAT Project •  EU Leonardo da Vinci funded project •  October 2011 – September 2013 •  hLp://www.projectgreat.eu/   •  Co-ordinator: APG (Portuguese Association of Human Resource Managers), Portugal •  Partners: AIF (IT), FH JOANNEUM (AT), GAZI University (TR), I.ZONE (RO), MERIG (AT) •  Associated and media partners
  • 5. Aim to  provide  methodology  and  guidelines  for  using  Game-­‐Based   Learning  (GBL)  in  educa?on  and  training     •  Research  Phase   –  to  develop  a  common  vision  for  the  role  for  GBL  in  training   and  educaJon     –  to  elaborate  a  detailed  Needs  Analysis  of  Skills  and   Competencies  in  Small  and  Medium  Enterprises  from   parJcipaJng  countries     –  to  map  in  detail  the  most  recent  approaches  and  good   pracJces  in  Web-­‐Based  Needs  Assessment  and  Game-­‐ Based  Learning.        
  • 6. Research Methods Desktop Research: •  Distribution of work per geographic areas •  Template for project assessment Online Survey (540 responses from 32 countries) Interviews on Usage of GBL (20 in-depth interviews): •  Interview method and Template •  Collecting information by partners International Expert Focus Group (16 experts)
  • 7. Expert Focus Group 26-27th February Graz, AT a platform for international experts on serious games, game-based learning, e-learning and training
  • 8. Expert Statements -­‐  Tendency  that  GBL  is  geUng  more  value   -­‐  Preparing  citizens  to  our  society  (also  due  to  technology)   -­‐  Can  we  afford  games  in  educaJon  without  video  game   industry?   -­‐  Now  the  technology  is  available  that  everyone  can  make  its   own  game  (important  is  game  play  and  design  of  the  game)   -­‐  Important  how  and  when  the  feedback  is  presented   -­‐  Good  environment  to  test  hypothesis   -­‐  Safe  environment,  to  try  out,  make  mistakes  and  to  learn   from  that  …  we  need  to  facilitate  and  help  this  process  
  • 9. Expert Statements -­‐  Term  games  can  demoJvate  a  lot  of  people  (in  terms  of   learning)   -­‐  How  can  we  use  games  for  adults,  to  learn  and  have  fun,  as  a   serious  way   -­‐  What  is  the  big  appeal  for  youngsters?  Not  a  concept  of   serious  game,  but  serious  fun  i.e.  fostering  competences  by   allowing  also  fun  experience   -­‐  Company  needs  one  stop  shopping  –  do  everything  in  one   place  (depends  also  on  the  role  of  the  trainer  and  teachers)   -­‐  Games  need  to  be  culturally  adaptable  to  different  countries,   different  age,  technology,  and  need  to  be  easily  accessible    
  • 10. Interviews on Usage of GBL  To  elaborate  detailed  Needs  Analysis  of  Skills  and  Competencies  in    Small  and  Medium  Enterprises  from  par?cipa?ng  countries        To  map  in  detail  the  most  recent  approaches  and  good    prac?ces  in  Game-­‐Based  Learning •  Collecting information by partners –  Translating questionnaire (TR, PT) –  Carrying out interviews (PT, TR, RO, AT, HU, SI) –  Transcripts and collation of information in English •  STAKEHOLDERS: More detailed information on training organizations and trainers •  TRAINING DISCIPLINES: Information on training topics and needs for games
  • 11. Analysis   Strengths,  Opportuni0es  and  Main  Innova0ve  Aspects   SWOT Analysis Strengths – Benefits for the learning experience Weaknesses – Barriers to implementation Opportunities –Topics, competences, educational activities Threats – Problems, disadvantages, challenges
  • 12. Strengths •  Students  live  online  in  virtual  spaces     •  Would  increase  tool  kit  diversity  for  teaching,  linked  with   moJvaJon  =>  engaged  and  self  reflecJve  students   •  Open  environment  for  learning   •  Richer  learning  experience       •  Memorising,  behavioural  paLerns,  self-­‐esteem   •  Contextual  learning   •  Linking  theory  and  pracJce   •  Instantaneous  feedback   •  SJmulate  pro-­‐acJve  behaviour  and  parJcipaJon  
  • 13. Opportunities and Main Innovative Aspects •  gain  “learning  to  learn”  competences   •  funcJonal  competences  (language,  communicaJon  and   negoJaJon  skills)       •  conflict  management  and  resoluJons   •  social  and  cultural  sensiJvity   •  ethical  competences     •  interdisciplinary  and  cross  generaJon  learning     •  sustainable  behaviour     •  learning  alone  and  in  groups   •  learning  from  experts  and  with  pears    
  • 14. Barriers for Usage of GBL Approaches •  complexity  of  acJviJes   •  duraJon  Jme  of  game-­‐based  acJviJes   •  meeJng  the  learning  objecJves   •  language  of  the  resources   •  competences  of  the  learners/trainers   •  technical  equipment  needed/available   •  access  to  the  resources   •  costs    
  • 15. Conclusions & Further events To  achieve  results  teachers  /  trainers  need  competences  to  be   able  to  integrate  digital  games  into  the  teaching,  familiarise   themselves  with  the  game-­‐based  methods  and  the  games   themselves.       Ongoing  acJviJes  and  seminars  hLp://www.projectgreat.eu/     Final  conference  15  –  16  September  2013,  Lisabon,  Portugal     Contact:  maja.pivec@+-­‐joanneum.at