Game-based research in education and action training (GREAT) as

Available Online at http://iassr.org/journal
2013 (c) EJRE published by
International Association of Social Science Research - IASSR
ISSN: 2147-6284
European Journal of Research on Education, 2014, Special Issue: Educational
Technology and Lifelong Learning, 58-61
European
Journal of
Research on
Education
Game-based research in education and action training (GREAT) as
a lifelong learning project
Yahsi Yazicioglu a *
Prof., Gazi University Industrial Arts and Education Faculty, Gölbasi 06830 Ankara, Turkey
a
Abstract
GREAT is a life-long learning project, supported by the Leonardo Da Vinci EU program, Transfer Innovation. The project’s aims
are to transfer innovative methodologies in learning and training, in order to enable trainers and teachers and training provider
representatives to improve their work performance, by enhancing their creativity and innovation through game-based learning.
Traditionally, educational and training systems promoted an educational paradigm focused on the trainer as the center agent of
action, and less as a facilitator/mentor of knowledge. However, there is now an emerging trend of student-focused education as
an education and training system. Such game-based learning includes a paradigm for the future of learning and is important for
the E&T 2020 strategy, as part of informal and non-formal learning that promotes every dimension of its activities. In fact, the
methodology of the success of game-based learning strategies owes to active participation and interaction being at the center of
the experience, and signals that current educational methods are insufficiently engaging students. GREAT represents an added
value, as it seeks to engage trainees in a learning activity through storylines, motivating trainers and trainees to evolve and learn
more effectively. GREAT will focus on building learning objects and materials, while taking advantage of existing games.
Project GREAT will be presented in this presentation.
© 2014 European Journal of Research on Education by IASSR.
Keywords: Game, e-learning, serious game, training;
1. Introduction
GREAT is a life-long learning project, supported by the Leonardo Da Vinci EU program, Transfer Innovation.
The GREAT project wants to achieve the following aims:




to transfer innovative methodologies in learning and training
to enable trainers and teachers and training provider representatives
to improve their work performance
to do this by enhancing their creativity and innovation through game-based learning.
Some educational and training systems put the trainer at the center of the action. This is the traditional method. In
such systems, educational and training systems promote an educational paradigm focused on the trainer as the
central agent of action, and less as a mentor of knowledge. However, there is now an emerging trend of studentfocused education as an education and training system. Such game-based learning includes a paradigm for the future
of learning and is important for the E&T 2020 strategy, as part of informal and non-formal learning that promotes
every dimension of its activities. In fact, success in game-based learning depends on directly active participation and
* E-mail address: [email protected]
Yahsi Yazicioglu
interaction being at the center of the experience, and signals that current educational methods are insufficiently
engaging students.
The experiences of successful education projects show that applying dynamic practices has great potential.
Among many dynamic practices, games has prime importance, as playing games is an activity that spans every stage
of human life. Games are considered the most appropriate “language” of children, to recognize their world, love,
jealousy, happiness, and hatreds, and to express their thoughts, internal conflicts, and dreams. As pedagogical
devices, games are extremely useful – they can enliven teaching topics and are especially effective for dealing with
problem-solving and key concepts. Research shows that “games have a special role in building students’ selfconfidence” and “can reduce the gap between quicker and slower learners” (Fuscard, 2001). Moreover, serious
games exist at the intersection of simulations, the science of training, video games, and general electronic learning
environments (Pavlas, 2010). Thus, novel methods based on learning games can close the gap on where to obtain
information about resources and best practices relevant to the curriculum and a lack of awareness to quality issues in
the context of games used for learning. The GREAT project represents an added value, as it seeks to engage trainees
in a learning activity through storylines, motivating trainers and trainees to evolve and learn more effectively.
2. The Basis of the GREAT Project
The GREAT project will be transferred under the umbrella of transfer innovation through the Engage Learning
Project, which created a European Games-Based Learning (GBL) Portal and uses a combination of Web 2.0
technologies. The GREAT project will focus on building learning objects and materials, taking advantage of
existing games.
2.1. Expected Benefits of the GREAT project
The expected benefits of the GREAT project are as follows:
 To produce documented methodologies: These methodologies will be used to develop and implement gamebased learning for training and higher education actors and for the learning community in general.
 To produce needs analysis assessment instruments: These instruments will be used to develop and implement
game-based learning for training and higher education actors.
 To produce learning content and training methodologies (b-learning): These learning content and training
methodologies will be used for trainer and teacher developing and implementing game-based learning
 To produce assessment instruments: These instruments will be in line with methodologies for developing and
implementing game-based learning.
 To offer targeted workshops/seminars: This event will support trainers/practitioners/teachers/tutors developing a
predictive, proactive capacity to select games for their use.
 To disseminate existing project outcomes: This event will help as well as for ongoing projects related to the
application of games for learning and the valorization of these.
 To produce documentation (reports, compendia, and proceedings): This will aid researchers.
2.2. The Framework of Project GREAT
The GREAT project will be developed into seven work packages, each with aims and objectives in line with the
below work plan.
The names of the work packages are as follows:
1. WP1 | Project Management
2. WP2 | Joint Analysis –
3. WP3 | Training Package and Joint Report –
4. WP4 | Pilot Actions -.
5. WP5 | Dissemination –
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Game-based research in education and action training (GREAT) as a lifelong learning project
6. WP6 | Evaluation and Quality assurance –
7. WP7 | Exploitation –
3. Partners of the project GREAT
The GREAT project consortium is made up of six partners from five different European countries. These partners
are described briefly below.
APG - Portuguese Association of People Management (Portugal): The Portuguese Association of People
Management, founded in 1964, is a non-profit professional association, under private law, of a cultural & scientific
nature, recognized by the Portuguese government as an organization which promotes the public interest. It brings
together people and organizations devoted to people management, leadership services, or other specialized related
services, from both the public & private sectors, namely human resources management, directors & general
managers, trainers, coaches, consultants, and university students, and boasts nearly 1,500 members.
APG has technically and scientifically specialized groups (such as its trainers and coaches group) as well as
regional groups.
APG is also a member of many international organizations related to human resources & training.
AIF – Associazione Italiana Formatori (Italy): The Italian Society for Trainers is a professional, non-profit
association whose members work in the field of education, training and human resources development. It is selffunded and has about 2,000 members all over the country. This includes HR professionals working in private and
public organizations, trainers, coaches, consultants, university professors, and students.
The AIF is organized into 20 regional groups and a number of working groups devoted to specific themes related
to the professional interests of its members.
FH Joanneum University of Applied Sciences (Austria): The FH Joanneum University of Applied Sciences
offers 30 master’s, bachelor’s and diploma degree programs in the areas of business & technology, information
engineering, mobility, social services & public health, and media & design.
Human computer interaction is the field of research at the Department of Information Design, particularly
regarding the planning and implementation of interactions with information objects and equipment that is easy,
natural, and as pleasant as possible.
The focus of research in the field of technology-enhanced learning is the development of adaptive, game-like
environments intended to promote cognitive processes through adaptation, motivation and interaction.
Gazi University (Turkey): Gazi University is made up of 15 faculties, 5 colleges, 15 vocational high schools, 35
research centers and 6 institutes, spread out over five different campuses, and organized in the areas of industrial arts
education, gazi education, vocational education, technical education, commerce & tourism education.
The university has 60,000 students enrolled, and more than 5,000 staff members, and strives to be an institution
of higher education that pays tribute to the founder of modern Turkey, Mustafa Kemal Ataturk.
I.Zone (Romania): The recently established I.Zone Knowledge Systems is a spin-off company of Portugal’s
I.Zone Knowledge Systems.
I.Zone KS develops e-learning technology and content together with such worldwide partners as SumTotal
Systems and Skillsoft, and has operated with its technical team in Romania since 2008. In Romania the business
focus and strategy will be focused on the same core and learning development tools and includes acting on European
learning projects towards this end for GREAT.
MERIG - Multidisciplinary European Research Institute Graz (Austria): The Multidisciplinary European
Research Institute Graz, founded in 2003, aims to link researchers and institutions from diverse research areas in
order to pursue and support common research, development and intermediation activities.
The core fields of expertise deal with social, cultural, political, ecological and economic issues in addition to
more general issues in connection with internal and external relations within the European Union, in particular the
integration of Europe with respect to the EU’s enlargement.
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Yahsi Yazicioglu
4. GREAT Project Websites
More information on the GREAT project is available at these links:
http://projectgreat.org/ and http://www.projectgreat.eu/
5. Available Products of the GREAT project
Training Package: Six months before the project is officially finalized, GREAT is offering a Train the Trainers
course. This course is available through the below link.
http://elearning.projectgreat.eu/.
The course methodology is resource-based on the use of Internet games.
The GREAT project aims to provide methodology and guidelines for using game-based learning for education
and training purposes: At the end of the course, the participants should be able to plan training proposals in line with
a supplied GREAT reference guide.
This course is organized into three eLearning modules with a flexible extension (two weeks, common base):
 MOD1 - Get Acquainted with GBL issues
 MOD2 - Get Critical Thinking on the Usage of Games in Training
 MOD3 - Able to Transfer for a project management competencies development context/situation
 It is served by a Portugal team of trainers at distance and at the European level
 Train the Trainers is supported by the partnership countries by local trainers/teachers as is recommended to have
1/2 day for acquaintance and enrollment on the process at the beginning and 1 day for reflection and skills
transfer at the end of the course, in the classroom.
 Seminars and workshops for 1/2 or 1 day are also available and can be supplied by the partnership locally or
through distance learning. See evidence:
 https://www.dropbox.com/s/mrr72t10nlc0e6b/Evidences%20Trainning%20Package%20GREATETDF%202nd%20Internal%20Pilot.pdf.
Pre-Assessment: Participants in GREAT Train the Trainers are urged to answer its web assessment tool, but first
fill in the form at http://www.projectgreat.eu/products/assessment-tools to proceed to the this tool.
6. Conclusion
The GREAT project has ambitious goals that will open the willingness to cooperate and collaborate for the goals
of E&T 2020. The GREAT project is ready to share its findings about the role that games can play for the future of
learning in Europe.
In line with these goals, the project will host a GREAT International Conference in Lisbon on September 15-16,
2013. Learn more about the conference at the following links:
www.apg.miew.com.pt or www.greatconference.eu
References
Fuszard, B. (2001) Gaming. In Lowenstein, A.J., Bradshaw, M.J. & Fuszard, B. (eds.) Fuszard's Innovative Teaching Strategies In Nursing. 3rd
ed. Gaithersburg, Maryland, Aspen Publishers.
Pavlas, D. (2010) A Model of Flow and Play in Game-based Learning: The Impact of Game Characteristics, Player Traits, and Player States. (6)
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