October 08, 2009

Learn English with MovieStarPlanet

Pupils aged 10-15 can now experience a new, free, social virtual tool called MovieStar Planet to practice and improve their English skills by creating cartoons in a fun and innovative environment. This virtual world for students has been developed in collaboration with researchers from the Danish University of Education and a number of Danish primary school teachers. It has been financially supported by the Danish Ministry of Science, Technology and Innovation, and is part of the research and development project dedicated to games in education, entitled Serious Games on a Global Market Place (see post below for further information).

To start learning with MovieStarPlanet click here: http://www.moviestarplanet.com/noflash.html

October 07, 2009

Danish research project: Serious Games on a Global Market Place

The aim of this project is to create global serious games based on Danish traditions of play and learning. The project is a collaborative venture between researchers, game developers and educationalists, and is financed by the Danish Council for Strategic Research (KINO). For more information in English and Danish, please see the link below:

http://www.dpu.dk/site.aspx?p=11097

September 07, 2009

Share your experiences of using games in the classroom

Six teachers from Austria, Denmark, England, France, Italy, and Spain have been randomly selected as winners of an Xbox and digital games to play on it, as well as copies of the Games in Schools reports, following their participation in the study's survey. We now would like to invite these teachers, as well as others, to share their experiences of using digital games in the classroom to enhance teaching and learning by making the pedagogical process more engaging and dynamic. Share your experiences here by commenting below to motivate as well as learn from others!

September 04, 2009

Teachers' Handbook on how to use digital games in schools

As part of European Schoolnet's project 'Digital Games in Schools' financed with the support of the Interactive Software Federation of Europe, a teachers' handbook has been published. Written by Dr Patrick Felicia, a researcher at the Waterford Institute of Technology in Ireland, the handbook is intended for teachers interested in using digital games in their lessons. It provides the necessary information to understand the educational benefits of digital games and to learn how to use them as educational and motivational resources. The handbook is available in digital version below and can be ordered in print against a small fee to cover shipping cost. More information at: paul.gerhard@eun.org

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June 19, 2009

The Games in School Community of Practice Report now available

European Schoolnet is pleased to announce that The Games in Schools Community of Practice report is now available. The community's large number of 548 members attests to the topic's interest as it continues to enjoy a high profile. The report summarizes the discussions which took place between members of the community in the weeks leading up to the Games in School final conference on 5 May 2009 at the Council of Europe in Strasbourg, where the results of the study How are digital games used in schools? (European Schoolnet, 2009) were launched. The topics covered were partly chosen in relation to the issues dealt with in Digital games in schools: A handbook for teachers (European Schoolnet, 2009), soon to be published. The topics included definitions, examples, benefits, and issues of concern related to games based learning. Other topics addressed were commercial of the shelf games versus bespoke educational games, and the existing evidence base and future of games based learning.

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June 16, 2009

Games in Schools Teachers' Survey Winners!

European Schoolnet's Games in Schools project is coming to an end, now that the final conference has taken place, the reports have been released, and the teachers' handbook is soon to be publihsed... but is it Game Over? No, Try Again! European Schoolnet is proud to announce that as a thank you to the teachers who took part in the teachers' survey, 8 winners from the study's focus countries have each been awarded an X-Box console together with 7 digital games (including: Harry Potter, Shrek, Lego Star Wars, Bee Movie, Transformers, Kung Fu Panda, and Hotwheels) as well as copies of the study's synthesis and final reports. We hope these prizes will help the winning teachers start or continue enjoying the benefits of games based learning with their students. And the winners who have claimed their prizes so far are....

- Christian Schett from Austria
- Peter Ramussen from Denmark
- Marshal Anderson from England
- Caroline Jouneau-Sion from France
- Lorena Parretti from Italy
- Maria Josep Boix from Spain

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May 05, 2009

Research results released!

The research reports are also now available for download.

- Full report (180 page PDF) - English version
- Full report (182 page PDF) - French version
- Synthesis report (40 page PDF) - English version
- Synthesis report (40 page PDF) - French version


Full report (180 page PDF) - English version
Full report (182 page PDF) - French version
Synthesis report (40 page PDF) - English version
Synthesis report (40 page PDF) - French version
Don't forget to follow the livestream of the conference and ask questions to the experts on the Community of Practice.

Games in schools conference // concluding remarks

The day was concluded by John Dowell (University College London) and Patrice Chazerand (ISFE).

John Dowell remarked the report contains a set of recommendations that are very sound:

  • We need exemplars: i.e. how to integrate games in schools? Good practical examples are really inspiring and helpful for teachers to follow
  • Should we create a parallel curriculum for 21st century learning? Games can surely contribute. Perhaps on EU level, we need to build such a curriculum?

He concluded by raising the point that some argue from generation to generation that our intelligence is evolving and indeed rising. If this is true, intelligence is also evolving into different forms, such as games and may even be driven by this kind of popular culture.

gis_small2001.jpgPatrice Chazerand then ended the conference by remarking that it had been an educational and enlightening experience.

He pointed out: "No single project can answer these questions and Games in Schools is a great starting point."

He also issued a call for action, that participants should try to work together further in the future, and the European Commission Framework programme may provide such an opportunity.

Games in Schools conference // round table

The afternoon round table focused on the topic 'Electronic games: shaping their contribution to innovative schooling'. It included contributions from:
- Evelyn Bevort - Centre de liaison de l'enseignement et des medias de l'information (moderator)
- Alton Grizzle - UNESCO Communication and Information section
- Jean Menu - Cite des sciences et de l'industrie / Chamber of commerce of Valenciennes
- Ben Williamson - Futurelab.

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Left to right: Evelyn Bevort, Alton Grizzle

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Games in Schools conference // presentation of the study

This session presented the detailed results of the study, and included the following presentations:
- Context of the study: industry perspective - Patrice Chazerand (ISFE)
- Why do we need to know more about the use of games in schools? Marc Durando (European Schoolnet)
- Teacher survey results - Wouter Van den Berghe (European Schoolnet consultant)
- Case studies - Caroline Kearney (European Schoolnet)
- Comparative policy framework - Patricia Wastiau (European Schoolnet)
- Scotland's got game: and is embracing games-based learning! - Derek Robertson (Learning and Teaching Scotland)


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Left to right: Wouter Van den Berghe, Patricia Wastiau, Marc Durando, Derek Robertson, Patrice Chazerand

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