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Virtual Game Method in Higher Education

Virtual Game Method in Higher Education. Project presentation. Agenda. Rationale for the GAMES project Aims of the GAMES project Activities of the GAMES project Outcomes of the GAMES project Duration of the GAMES project Consortium members. Game Method in Higher Education

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Virtual Game Method in Higher Education

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  1. Virtual Game Method in Higher Education Project presentation

  2. Agenda • Rationale for the GAMES project • Aims of the GAMES project • Activities of the GAMES project • Outcomes of the GAMES project • Duration of the GAMES project • Consortium members Game Method in Higher Education 2014-1-PL01-KA203-003548

  3. 1. Rationale for the GAMES project • Human capital – the most important factor in the level of development of countries, regions and companies • Education – one of the five aims of European policy in the EU strategy ‘Europe 2020’ • Problems with education – not just questions about the content of learning but also questions about the most effective teaching / learning methods Game Method in Higher Education 2014-1-PL01-KA203-003548

  4. 1. Rationale for the GAMES project • The GAMES project – virtual education games as education tools; so called “edutainment” • Virtual games – suitable for today’s students as "digital natives” • Virtual games use ICT technology which involve students through a combination of education and fun Game Method in Higher Education 2014-1-PL01-KA203-003548

  5. 2. Aims of the GAMES project • The main aim of the GAMES project – to implement the innovative education method of virtual games (edutainment) into the teaching practice of consortium members Game Method in Higher Education 2014-1-PL01-KA203-003548

  6. 3. Activities of the GAMES project • Training sessions for university teachers in the use of virtual games within education and in the development of virtual game scenarios • The adaptation of virtual games into the new directions resulting from the GAMES project (from production to service logic) • Testing and discussions about the scenarios with stakeholders (students and local stakeholders, mostly companies) • The dissemination of the GAMES project and the idea of edutainment Game Method in Higher Education 2014-1-PL01-KA203-003548

  7. 4(a). Outcomes of the GAMES project • reference materials for training sessions • 2 workshops (training activities) for university teachers • train 12 teachers during these workshops • developing the engine (software) for the game • 4 new scenarios (one from each partner institution) • 4 education games (scenario parameters) • game interface in English, Polish, Finnish, Estonian and Spanish Game Method in Higher Education 2014-1-PL01-KA203-003548

  8. 4(b). Outcomes of the GAMES project • 150 students taught through the use of virtual games in the 4 partner universities • virtual games assessment questionnaires completed by the students • 120 participants in local seminars • textbook published both online and in 300 hard copies • international conference with about 80 participants • website of the GAMES project Game Method in Higher Education 2014-1-PL01-KA203-003548

  9. 5. Duration of the GAMES project From 01/11/2014 to 30/10/2016 Game Method in Higher Education 2014-1-PL01-KA203-003548

  10. 6. Consortium members • The Poznan University of Economics (Poland) • The University of Huelva (Spain) • The University of Tartu (Estonia) • Seinäjoki University of Applied Sciences (Finland) Game Method in Higher Education 2014-1-PL01-KA203-003548

  11. www.games.ue.poznan.pl Game Method in Higher Education 2014-1-PL01-KA203-003548

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