This deliverable reports on progress made in Year 3 of the GALA project on Work Package 6: the integration of SGs in Educational Processes. There is increasing interest in Serious Games as a highly motivating form of supplementary learning both in the educational and industrial sectors. Clearly, if serious games are to be accepted as a recognised approach for education and training it is important to ascertain exactly how and to what extent they have been and can be integrated into educational processes. This report provides an account of the main activities which have been carried out by partners in WP6 in working towards this goal. Two edited books have been written by GALA partners with varied and novel contributions on topics which are relevant to the main objective of this work package, viz the integration of games into educational processes. The first book also relates to 3 of WP2 TCs by looking at psychological, pedagogical and assessments aspects of games, while the second focuses on the main task of 6.3: the integration of Serious Games into the Curriculum. Progress continues to be made on the literature reviews detailing the empirical evidence associated with the use of games in education. Another important task for T6.3: Integration Methodologies has been to identify suitable case studies. In particular a comprehensive account of Integration Case Study: Playing History - The Plague, is provided. This case study also have been used in the sig on humanities and heritage- i. e. in D3.3, but that it in this deliverable is more detailed explained. Work on engagement in games which was initiated in WP2 has also continued.

GALA NoE D6.3 - Integration of Serious Games in Educational Processes

2013

Abstract

This deliverable reports on progress made in Year 3 of the GALA project on Work Package 6: the integration of SGs in Educational Processes. There is increasing interest in Serious Games as a highly motivating form of supplementary learning both in the educational and industrial sectors. Clearly, if serious games are to be accepted as a recognised approach for education and training it is important to ascertain exactly how and to what extent they have been and can be integrated into educational processes. This report provides an account of the main activities which have been carried out by partners in WP6 in working towards this goal. Two edited books have been written by GALA partners with varied and novel contributions on topics which are relevant to the main objective of this work package, viz the integration of games into educational processes. The first book also relates to 3 of WP2 TCs by looking at psychological, pedagogical and assessments aspects of games, while the second focuses on the main task of 6.3: the integration of Serious Games into the Curriculum. Progress continues to be made on the literature reviews detailing the empirical evidence associated with the use of games in education. Another important task for T6.3: Integration Methodologies has been to identify suitable case studies. In particular a comprehensive account of Integration Case Study: Playing History - The Plague, is provided. This case study also have been used in the sig on humanities and heritage- i. e. in D3.3, but that it in this deliverable is more detailed explained. Work on engagement in games which was initiated in WP2 has also continued.
2013
Istituto per le Tecnologie Didattiche - ITD - Sede Genova
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Utilizza questo identificativo per citare o creare un link a questo documento: https://hdl.handle.net/20.500.14243/296777
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