European Network for Growing Activity in Gamebased learning in Education - ENGAGE Final Report Public Part Project information Project acronym: ENGAGE Project title: European Network for Growing Activity in Gamebased learning in Education Project number: 143881-LLP-1-2008-1-AT-KA4-KA4MP Sub-programme or KA: Transversal Programme KA4 (Valorisation) Multilateral Project Project website: Reporting period: http://www.ENGAGElearning.eu/ From 01/01/2009 To 31/12/2010 Report version: 1 Date of preparation: 25/02/2011 Beneficiary organisation: FH JOANNEUM University of Applied Sciences Project coordinator: FH Prof. DI Dr. Maja Pivec Project coordinator organisation: FH JOANNEUM University of Applied Sciences Project coordinator telephone number: +43 316 5453 8623 Project coordinator email address: [email protected] This project has been funded with support from the European Commission. This publication [communication] reflects the views only of the author, and the Commission cannot be held responsible for any use which may be made of the information contained therein. © 2008 Copyright Education, Audiovisual & Culture Executive Agency. The document may be freely copied and distributed provided that no modifications are made, that the source is acknowledged and that this copyright notice is included. Executive Summary The establishment of an European Game-Based Learning Portal provides the main dissemination area for the ENGAGE project, specifically for games for learning providing a central information resource for people interested in games for learning and using games for curricular contents. This target audience not only includes practitioners (teachers, trainers, tutors) and students of all levels, but also industry representatives involved in game development of recreational games that are used for learning and educational games designed specifically for the curriculum. The project objectives included the creation of this web based dissemination portal, as well as the establishment of a user community to foster the use of GBL within the education sector. The portal also includes decision tools and game review catalogue to reduce the learning curve and assists the implementation of GBL with curriculum contexts. A printed version of the game review catalogue was made available in 2010 and is also downloadable in a pdf form from the Teacher section of the ENGAGE portal. The partners involved in the ENGAGE project have extensive experience in both the Pedagogical and Game-Based Learning domains. Having involvement in previous (Unigame, Sig-Glue, Discover) and other ongoing EC funded projects (Imagine) that utilise Games with Education, this consortium brings forward the knowledge and tools previously developed, adding to the sustainability of other GBL projects. By adopting an iterative and incremental approach for the project methodology, the target audience will feed the development cycle for the tools, workshops, and the portal, ensuring that the project outputs are usable and correctly aimed at the end user. With 43 606 unique visits of portal in both years; with 766 550 hits in 2009, and in 2010 that almost doubled to 1 350 090 hits, with 36 066 unique visits only in 2010, the portal has grown into a valuable resource for the GBL community. The portal has been actively promoted at major European conferences (ECGBL, GBL2009, Online Educa 2009 and 2010, EDEN 2010, Eminent 2010) and also over social network sites such as Facebook (406 friends) and Linkedin ENGAGE group. Other sites receive RSS news feeds from the portal and partner links ensure a high level of visibility for this project. Within the 2010, further workshops were conducted in 12 EC countries, summer school for educational game design and Golden Pineapple Awards ™ – a student contest for designing learning games was hosted by the consortium. Partnership experience from the workshops organized in the European landscape is collated in the GBL Methodological guidelines for uptake of games for learning. In second half of 2010 a bi-monthly newsletter was issued to inform ENGAGE stakeholders about activities and results. At the Quality award ceremony on 3rd December 2010 at the Online EDUCA Berlin, out of submissions from 11 countries, winning games in categories Best Practice, Best Learning Game and Inclusion were awarded. Further detailed information on the above activities can be found on the project website and ENGAGE portal at www.ENGAGElearning.eu. Table of Contents 1. PROJECT OBJECTIVES .................................................................................... 5 2. PROJECT APPROACH....................................................................................... 7 3. PROJECT OUTCOMES & RESULTS ................................................................. 9 4. PARTNERSHIPS ............................................................................................... 13 5. PLANS FOR THE FUTURE............................................................................... 18 6. CONTRIBUTION TO EU POLICIES .................................................................. 20 1. Project Objectives The experiences in previous and on-going projects show that there is; a high potential in the application of games for learning; a strong interest amongst an increasing group of practitioners in the introduction of new game-based approaches; a lack of awareness amongst other stakeholders of the potentials of games for learning and for curricular contents; a lack of information about where to obtain resources and good practice relevant for curricular contents; and a lack of awareness regarding quality issues in the context of games used for learning. The ENGAGE activities are structured to have a wide-ranging impact: (i) the objective is to prove that game-based learning (GBL) is a method applicable for all five sectors of education, (ii) the ENGAGE tools will support adaptation of GBL regarding local and cultural issues, and (iii) the valorisation activities are defined to cover directly 12 EC countries and to initiate further dissemination and uptake of tools and methods in the rest of the countries. The specific objectives of ENGAGE are: 1. The creation of a European Games-Based Learning (GBL) Portal: a central information resource for people interested in games for learning and using games for curricular contents. The promotion of the portal through social networking and professional groups on networks such as Facebook and Linkedin, will increase awareness of GBL and encourage practitioners, students, and the game development industry to become involved and utilise this resource. Using a combination of Web 2.0 technologies (forums, wikis, blogs, podcasts, webspaces) the portal will provide: a. Documented methodologies for developing and implementing game-based learning for practitioners, developers, and other stakeholders of the learning community. These methodologies will be in the form of publications, case studies, and forum discussions, and be fully searchable via an indexed online database. b. A basis for a Europe-wide dialogue on the role of games and game-based approaches in Education and training and their acceptance by and effects on society, focusing on localisation and cultural issues as well as safety and rating agendas. The portal forum and news blog will allow interested parties and community groups to comment and discuss relevant GBL topics on a daily basis, increasing awareness and encouraging the formation of a network. c. Dissemination for past and ongoing eLearning and LLP projects and their outcomes, related to the application of games for learning and the valorisation of these. Through a link and document repository, the outcomes and output of these projects can be shared not only with practitioners, but also with students interested in GBL. 2. Development and implementation of targeted workshops in 12 EC countries thus: a. Supporting practitioners/teachers/tutors in developing a predictive and proactive capacity to select games. Be it recreational games to teach with or educational games to utilise, these workshops will provide information and methodologies to teachers in selecting what works in the domain of GBL and why. b. Assisting stakeholders in the adaptation and adoption of learning games in their teaching and learning processes, thus increasing the pleasure of learning. Through examples and case studies, the workshops will allow teachers and tutors to utilise GBL as a tool to accelerate the learning of their students by developing documented approaches to implementation. c. Collaborating with game designers/producers in the development of new educational products. The views, needs, and wants of teachers and tutors will be discussed, analysed, and conveyed to the development community and on-going dialogs will be promoted between all stakeholders via the ENGAGE Portal. 3. Increasing the monitoring capacity of policy makers on the development of GBL in Europe and on the promotion of quality approaches to education and learning supporting the motivation to learn thus also the pleasure of learning. The ENGAGE Portal will collate outputs from other eLearning and LLP projects, as well as ongoing initiatives within GBL, to aid practitioners and policy makers in school-based, adult and vocational education in their strategies for the implementation of Game-Based Learning. 2. Project Approach The Project Methodology utilised for the ENGAGE project in the implementation of the Portal and Workshop outputs, was the Iterative and Incremental approach. By having the ability to implement different phases of the project process iteratively, enabled the process to be executed successfully, by incrementally aligning the required output and resources with the end-user and stakeholders. The specific activities to comply with the projects objectives are ongoing and continually evolve with feedback from the project stakeholders in compliance with the adopted implementation methodology. The predominant project outputs and specific activities are described as follows: 1. The creation of a web based portal, adapted and extended from the collaborative tools developed within the project SIG-GLUE to the specificities of the ENGAGE project, including the refinement and maintenance of existing community tools, and the creation of frameworks based on Web 2.0 technologies and methodologies, allowing collaborative dialogue, networking, and interaction of participants and interested parties from all targeted sectors across Europe. The portal will support stakeholders at many different levels, providing for their needs and requirements, and soliciting input prior to and during the development of the following: a. The set up of an interactive web-based users guide, (i.e. a toolkit for the application of game-based learning approaches, also covering quality issues relating to games and game-like learning materials), b. Creation of decision-making tools for practitioners, and support for a reduction of the learning curve on the basis of a roadmap for transferring and federating game-based learning into a range of learning contexts, taking into account cultural and localisation issues. c. Organising a Europe wide valorisation process using the twinning method (where each partner will find a strategic partner i.e. ENGAGE promoter in a neighbouring country, that will help in valorisation activities within this country) and involving national e-learning and/or teacher associations, including the promotion of forum discussions and content upload on the ENGAGE platform, evolving to a range of self sustainable services for stakeholders. d. The documentation of the state of the art in game-based learning research, with a special focus on cultural and localisation issues, with the inclusion of this and previous project results, and the creation of online questionnaires and surveys to solicit feedback in order to support further valorisation of results. e. The creation and publication of a handbook of games for learning and good practices, and the issue of a yearly report on game-based learning. 2. A structured set of valorisation activities based on targeted international workshops and a series of national seminars to promote GBL and the quality of learning games. Specific events will be: a. Workshops offered to targeted groups: teachers, headmasters, university professors, students (Education sector), trainers, mentors, tutors (Training sector), offering highly relevant and ready-to-use resources by experienced practitioners and industry experts. b. Seminars and presentations at targeted events involved with eLearning, teacher training, and Game-Based learning, promoting the ENGAGE portal and ongoing project activities. The Evaluation Strategy employed to comply with the required quality assurance is certified according to ISO standards, specifically the requirement to commit to more informal quality standards and evaluation processes. The adopted evaluation process employed for this project has four basic requirements as outlined below: 1. Usefulness – clearly defined evaluation goals, demands of users of evaluation results, 2. Feasibility – realistic planning concerning methods, time, costs, diplomacy in evaluation processes, 3. Fairness – respect of standards of how to deal respectfully and fairly with evaluation objects, and 4. Accuracy & Exactness – production and arrangement of valid results addressing evaluation questions, aims, and targets. 3. Project Outcomes & Results The major achievements and results of the ENGAGE project are listed as follows: 1. The Project management handbook: This document which includes the proposed project structure, the communication flows, assigned partner responsibilities, and documented methods for resolving conflicts, gives the necessary project internal formal structure to support productive work and ensure the completion of proposed outputs by the international multidisciplinary project team. 2. The ENGAGE Portal http://www.ENGAGElearning.eu/: This European Game Based Learning Portal is main dissemination area for the project, specifically for games for learning and provides a central information resource for people interested in games for learning and using games for curricular contents. The portal also contains sections for partners of the project within this web site. With 43 606 unique visits of portal in both years; with 766 550 hits in 2009, and in 2010 that almost doubled to 1 350 090 hits, with 36 066 unique visits only in 2010, the portal has grown into a valuable resource for the GBL community. The portal is also promoted over social network sites, e.g. the Facebook fan page has topped 400 members and the Linkedin group is well on it’s way to 100 members. The portal uses a combination of Web 2.0 technologies (forums, wikis, blogs, podcasts, webspaces) supporting Europe-wide community activities of educational stakeholders on the topics related to the role of games and game-based approaches in Education and training and their acceptance by and effects on the society. The portal also offers a set of so-called decision-making tools for practitioners that provide guidance on “If”, “How” and “What” are the steps related to introduction of game-based learning within different learning contexts. See http://www.ENGAGElearning.eu/teachers/?page_id=28 and http://www.ENGAGElearning.eu/community/?page_id=13 3. Online Catalogue of Games for Learning: This resource contains game reviews and case studies of how selected games may be used in a classroom environment and suggested implementation of these games. The experience of the reviewer is tabled and a walkthrough to reduce the learning curve is detailed within the document. These reviews are available from the portal and accessible using the search tool, where one can select either a combination of the proposed keywords or just use the quick search of the page. http://www.ENGAGElearning.eu/teachers/?page_id=26 4. Valorisation & Dissemination Plan: This document contains specification of valorisation methodology broken up by workshops and follow up activities, that will be carried out in the countries of project partners and neighbouring countries. To reach maximum EC coverage, national multipliers from other countries are invited to take part in these events and act as promoter within their own country. For more details see http://www.ENGAGElearning.eu/teachers/?page_id=30 5. International Workshops for Teachers, Promoters: ENGAGE hosted a successful workshop at Online Educa 2009 in Berlin. The target audience of this workshop were practitioners e.g. university teachers, school teachers and trainers in continuous education, educational game developers, digital learning resource developers, training organizations, and others who want to make learning engaging and fun! See presentation slides and workshop details at http://www.ENGAGElearning.eu/?p=580 Second workshop wan carried out as an online workshop offered via ENGAGE portal forum. The workshop was scheduled between 16th and 24th of December 2010. The discussions from the second workshop are available in the forum http://www.engagelearning.eu/phpbb/viewforum.php?f=28 6. Dissemination Activities: As well as the formation of social network groups on Facebook and Linkedin, web links have been co-ordinated with sites such as www.elearningeuropa.info and RSS news feeds from the ENGAGE portal are supplied to sites such as www.qualityfoundation.org and www.gamedesigncampus.com. Brochures and flyers were created and distributed at information stands, in conjunction with formal presentations at conferences such as GBL 2009, GBL 2010 in London, at the FH JOANNEUM Didactic day and e-learning day, aimed for Teacher Training in Austria in 2009 and 2010. Press release was compiled and distributed to relevant media. ENGAGE promotional video in English language was created early 2010 and uploaded on the portal. Promotional video in German language targeting mainly students was uploaded to utube. Several promotional videos related to portal, game catalogue and summer school are available in the ENGAGE learning video vault http://www.engagelearning.eu/?page_id=891 and were promoted over social network sites. The keynote presentation on day 2 at the European Conference for Game-Based Learning (www.academic-conferences.org/ecgbl/ecgbl2009/ecgbl09-home.htm) focused on the ENGAGE learning project, presenting the Portal, the tools, and promoting the project goals. Three partner members of the project consortium each spoke to a full auditorium and answered questions following the session. The keynote presentation at the Teaching & Leanring Conference 2010 was also promoting ENGAGE resources for teachers and GBL methodology. There was also an ENGAGE workshop session presenting the portal and tools at the EDEN 2010 conference. The ENGAGE portal has been referenced in major publications such as the Teacher’s Handbook on how to use digital games in schools by the European Schoolnet, and in report from Becta, the UK Government agency promoting technology in schools, in Imagine recommendations for policy makers, distributed throughout EUN to education ministries, EC Design and Learning Conference 2010 amongst others. At the DiVa regional round table (Good practices for dissemination and valorisation http://www.diva-project.eu/), ENGAGE was presented within the frame of selected EC projects, with respect of dissemination activities and reaching general public. 7. Evaluation and QA Plan: This document outlines different evaluation segments related to the various objects of the evaluation. Furthermore an evaluation framework i.e. tools and techniques are developed to assure coherent and permanent evaluation to collect feedback necessary for improvement of work processes as well as project results. 8. Sustainability and Exploitation Plan: The document provide analysis of services and products of the ENGAGE project with respect to the added value for stakeholders and will include analysis of threads, successes and possible courses of action. This will enable to establish cooperation with pertinent groups and make adequate actions to ensure the sustainability of the results and continuation of activities after the project end. 9. Two sets of workshops and follow up activities were carried out in the first half of this year, i.e. in each partner country and in six neighbouring countries. Based on the collated feedback from the first set of workshops improvement for second set of workshops and international events will be implemented in accordance with the project methodology. For the second set of workshops and international activities, the project team strived for proactive involvement of multipliers from all EC countries. Lessons learned from valorisation activities and good practice examples were presented at international events for stakeholders (e.g. EDEN 2010, Design and Learning Coference, Eminent conference, Online Educa 2010,). Timelines, and details for national and international workshops and events are published at the web site. Application for workshops were carried out via the form available on the portal. http://www.ENGAGElearning.eu/teachers/?page_id=30 10. GBL Uptake Methodological Guidelines was compiled and includes complete documentation of the valorisation methodology, the process followed, and the lessons learned. Based on this, recommendations for uptake of game-based learning were elaborated and promoted at workshops, events, and via the ENGAGE portal. 11. Sustainability activities and commitments that will allow project success after the end of EC financial period have been direct by the partnership with inviting prominent actors in the GBL field as members of the Advisory board. At the same time an intensive focus was in getting the corresponding industry support. There is commitment from the partnership to further sustain, use and disseminate project results, and to continue to support the GBL community including informal and formal networks that have been established. 12. The publication of printed Yearly Catalogue (of game-based learning & games for learning) was executed in the middle of 2010 that allowed to distribute the catalogue amongst the stakeholders. 13. A Green Paper on Game-Based Learning reflects the state of the art, needs and trends related to game based learning and the influence in the society. It will serve decision makers for setting strategic goals and defining related activities for their institutions. Based on the green paper institutions will be able to get orientation and proposed directions for further development and establishment of GBL within their curriculum activities. 14. Intensification of online activities via the ENGAGE portal were directed at the student community, as well as to other stakeholders, and included moderated forums on various topics related to game-based learning and educational game design. 15. Ideas Market was established with the help of select industry experts. Using the ENGAGE portal this concept will facilitate the dialogue amongst practitioners and student designers, and game developers with the industry sector. http://www.engagelearning.eu/industry/?page_id=11 16. Summer school on game design for games for learning, aimed at students, was held in Tampere, Finland, from 30th of August till 3rd of September in 2010 at the DEMOLA Centre of Innovation. http://www.engagelearning.eu/students/?page_id=17 17. First student contest in international dimensions for Golden Pineapple Awards™ for GBL game concepts was realised in the second half of 2010 and finished on 20th of December with an online awarding event. In total, 20 entries were selected for review from over 70 submissions from 10 European countries. http://www.engagelearning.eu/students/?page_id=19 18. At the Quality award ceremony on 3rd December 2010 at the Online EDUCA Berlin, out of submissions from 11 countries, winning games in categories Best Practice, Best Learning Game and Inclusion were awarded. All the activities and lessons learned culminate and are summed up and analysed in Valorisation & Dissemination Report, Evaluation & QA report, and reflected in the Final Report. All produced tools, information, materials and project results are continuously updated and made available via the ENGAGE portal www.ENGAGElearning.eu. 4. Partnerships The partners bringing value to the ENGAGE project are as follows: FH JOANNEUM University of Applied Sciences, Graz, Austria Main focus at the Department of Information Design at FH JOANNEUM is the planning and implementation of interactions with information objects and equipment that is easy and efficient. In particular, the solving of existing problems in the technical and aesthetic design of the human-computer interface is the declared goal of the department. The research group explores issues in eLearning and Game-Based Learning, engineering, cultural studies, aesthetics, cognitive science and rhetoric, helping to build digital systems through which users can more effectively communicate, interact, and learn. One strong research focus is on innovative learning approaches, i.e. game-based learning amongst others. FH JOANNEUM was scientific leader of the UniGame EC Minerva founded project (www.unigame.net, finished 2004), and project co-ordinator of SIG-GLUE EC eLearning project (www.sigglue.net), and of the Austrian national project AdeLE (http://adele.fh-joanneum.at). Within the ENGAGE project, FH JOANNEUM is responsible for the technical, scientific and administrative co-ordination. Florida Education Centre, Valencia, Spain Florida is an education cooperative active at all levels of education, ranging from kindergarten through secondary and university (affiliated to the University of Valencia and the Polytechnic University of Valencia) all the way through to senior learning. They have wide experience in the use of technology to enhance learning (working with ICT since 1996), coupled with extensive pedagogical expertise and a tradition of innovation in education, working in close collaboration with the regional Ministry of Education in different educational contexts. At secondary level, Florida was a pioneer centre for the LOGSE education reform and were recently given a Ministry of Education award in recognition of their lifetime contributions to the quality of vocational training in the Valencian community. Recent work has focused on informal learning and the use of games in different areas. The expertise gained has allowed them to become a reference for teacher training in this field in the area. Florida is also active in the field of quality in education, organising yearly conferences on this since 1999 and implementing the EFQM and Excelencia Educativa models. They are currently active in two projects focusing on the use of virtual worlds in education. Within the ENGAGE project, Florida is responsible for Valorization and Dissemination. SCIENTER, Bologna, Italy. SCIENTER’s internal structure is articulated into four units: one of which is focused on Formative Design and Evaluation Unit. This Unit carries out research activities and technical assistance in the following areas: project, policy and impact evaluation, design, implementation and evaluation of ICT supported learning and elearning systems; quality and certification of learning sources used in distance learning and elearning systems; transferability of learning materials used in distance learning and elearning systems taking on principles of transculturality, Scienter 's expertise and know how in the evaluation and quality issues has been acquired during its year of existence and through the coordination and the participation in research actions and projects developed at local, national and international level. Within the ENGAGE project, SCIENTER is responsible for Evaluation and QA. DEIS Department of Education Development, Cork Institute of Technology, Ireland. DEIS have co-ordinated and participated on a wide range of national and EU-funded research projects in the areas of eLearning and Game-Based Learning; an indicative list of which is available @ http://deis.cit.ie/projects.html. The department have also been involved in the design and development of e-learning solutions for a number of high-profile clients including Citigroup, Vodafone and Ericsson. DEIS ENGAGEs in the design and implementation of various innovative interventions in education and training; these are conducted on a pilot basis and integrated into mainstream provision, based on evaluation by the department in conjunction with the senior staff within the Institute. The range of interventions the department has researched is extensive, but relates primarily to the following areas of (1) ODL and e-learning, with a particular emphasis on web-based solution, (2) advanced educational technology such as m-learning and serious games, and (3) RPL (Recognition of Prior Learning) and the accreditation of work-based learning. Within the ENGAGE project, DEIS is responsible for Tool development. EFQUEL, Belgium The European Foundation for Quality in eLearning (EFQUEL) is a Non-Profit Association, which has its origins in three successful European eLearning projects, all in the field of quality in eLearning in Europe. The Foundation is Europe’s largest network on quality in eLearning and has members from over 18 members states and includes Europe’s largest networks in the field of Learning (EDEN), Higher Education (EDEN, EUROPACE), Industry (ELIG), Schools (European SchoolNet) as its members and close contacts. The Foundation serves as sustainable and proactive network and will provide valuable services to the European eLearning community. EFQUEL approaches quality in e-learning from complementary perspectives and develops full-scale services for all educational fields, regional contexts and target groups. The Foundation is providing support, transparency, open participation and leadership for a broad range of topics. Within the ENGAGE project, EFQUEL is co-responsible for the Sustainability. Middle East Technical University, Ankara, Turkey Middle East Technical University (METU) is the leading public technical university in Turkey with more than 20,000 students and more than 1000 academic staff. METU is a point of reference for Turkey’s industry, engineering, production and new e-Business based activities. The major aim of the Faculty of Education, that is part of METU, is to train teachers and educators qualified to teach at every educational level. The theoretical as well as applied courses that the faculty offers enable prospective teachers to become professionals who are constantly in touch with recent scientific and technological developments. Within the Faculty of Education there are two research groups, both of which will participate in this project. One of them is "Simulations and Games in Education" (SIMGE) research group (simge.metu.edu.tr). The main aim of this group is to conduct research on the use of simulations and games in education. In addition to pedagogical and cognitive issues, the SIMGE researchers also focus on the social and technical issues of simulations and games. The other one is “Human Computer Interaction” research group (hci.metu.edu.tr). Within the ENGAGE project, METU is co-responsible for the Sustainability. ENGAGE valorisation and dissemination activities are defined in a way, to cover maximal EC geographic area. Each of the partners will carry out two workshops i.e. a valorisation workshop in their own country and one in the neighbouring country. • • • • • • Austria and Slovenia Spain and Romania Ireland and United Kingdom Belgium and Portugal Turkey and Cyprus Italy and Germany This increases the range of coverage already to 12 EC countries with both series of workshops. A selected organisation with appropriate network from the neighbouring country will help at organisation of the workshop. The workshops will be co-ordinated to cover various sectors as to test and prove that the approach of games for learning is applicable within different sectors. To have an even broader coverage, from the remaining 15 countries, partners will select and invite 1-2 stakeholders from closest countries where workshops are not planned, to export the workshop methodology outside the core partnership and organise and international workshop at Online Educa (2700 international participants in 2009), to increase international aspect and international visibility of the ENGAGE project. All of the Consortium partners are leaders in fields of game-based learning, valorisation, eLearning, and quality of learning resources. The Consortium is well balanced in terms of interacting with all educational sectors as well as geographically positioned. Consortium partners have the necessary competences required to successfully accomplish the set objectives and each of the partners has relations with strong European networks that are important for the success of ENGAGE project. All partners have a long experience in participating and coordinating local, regional, national and trans-national projects and initiatives. They have the capacity to organise high-level events and to involve the key policy and stakeholders in education and training sectors, which will bring ENGAGE clear and robust value and a great impact potential. The exploitation and the valorisation of the results which is the core activity of the project, will be maximised by the expertise, capability and the cooperative effort which will be made by each partner, not only at local, regional and national level, but also in European initiatives and events as well as through international networks in which partners are members. With all of the consortium members being involved in ongoing projects, the benefits of the partnership are external promotion and valuable contacts for the ENGAGE project. For example: From DEIS: - High-profile clients including Citigroup, Vodafone and Ericsson. Possible sponsorship for sustainable activities. From EFQUEL: - Sponsors of ENGAGE Quality Awards: U&I Learning, Caspian Learning, Intercontinental Hotels and Resorts - NORIBIC and other GBL service providers in UK, France and Germany: Getting a taste of the market of GBL and the demand of the customers - Teachers and representatives of schools (i.e. in Belgium and Germany): Contacts with the primary target group of the ENGAGE project in order to sharpen the work and outcome products for their needs. - Policy Makers: Synergies with other European projects (i.e. STEPS) and contacts for dissemination and policy feedback loops. From FH JOANNEUM: - - - - Industry contacts within the Game Development Sector: Collaboration with Ideas Incubator, Student mentoring, Award Jury, Summer school and Online course input. • 3MRT • Caspian Learning • CranberryBlue R & D • Ideonic • Ed Tech Works • Garage Games • Metia Interactive • Games Factory Online • PIXELearning • Serious Games Interactive • Blitz Games Studios • Exergaming • Ubisoft Summer school hosting: • TAMK - Tampere University of Applied Sciences, Tampere, Finland • DEMOLA - Centre of Innovation, Tampere, Finland • SCORE – Finish Game Development Club Working contact with high profile organizations within Europe and Internationally. • Interactive Software Federation of Europe (ISFE) • European Schoolnet • MIT's Education Arcade • EUROSIS • Institute for New Media Studies at University of Minnesota Web Portal Hosting and Support maintenance provided pro bono. • Pivec Labs (www.piveclabs.com) From Florida: - Active in the Education and Culture Expert Valorisation Committee - Member of the Valorisation Expert Group of the DG EAC - Unit C3 Dissemination and Exploitation of Results of the European Commission From METU: - METU is a point of reference for Turkey’s industry, engineering, production and new e-Business based activities. From SCIENTER: - Vocational and High Schools of Regions Emilia, Romagna, end Campania: collecting feedback, comments and suggestion for methodological tools. 5. Plans for the Future After the end of the EC supported project time, following activities will be undertaken by ENGAGE partners, as specified in the Sustainability plan. Based on analysis of threats, successes, and possible courses of action, this plan reflects the dynamics of the project and defines directions for the future. Actions and activities have been divided into short-term, mid-term, and long-term activities, and with the establishment of cooperation between the ENGAGE consortium, it’s stakeholders, and new and potential partners, a sustainability model has been defined to direct on-going and activities in the foreseeable future. The consortium partners made a clear commitment to continue using the ENGAGE portal, workshops and other products and to promote the project results after the end of the funded project period. Partners will strive to apply for sponsorship and additional financial support at the national or international level that will enable them to continue working in the field of GBL and further developing the existing results. Short-term activities are focused in the continuing of online community building by further promoting the Portal and contents and inviting stakeholders to contribute and share their work via the portal, which is central for the sustainability. Different online communities should be continuously addressed and involved in activities of the ENGAGE Portal. After the project end, project partners will be able to keep experimenting with GBL and all the partners will have the expertise to organize another workshops as part of their activities in their area of influence, share their experiences and knowledge at different forums where we usually participate as educational centre and some others where we can now provide an input. By including GBL and the ENGAGE project at the usual dissemination activities of our centers we would be at the same time contributing to raising awareness on GBL and on the portal and the tools offered there Existing cooperation with academic and non-academic institutions within or outside the partnership should be extended, expanded and intensified. One very effective way is making Erasmus bilateral agreements that allow for teachers and staff exchange thus supporting exchange of experience made within the project, GBL approaches in the teaching and planning further summer schools. It is ENGAGE’s primary objective to support and facilitate application of Game Based Learning within different contexts, thereby creating the opportunities for interdisciplinary learning, different learning outcomes and a variety of experiences. Hence the defined long-term sustainability activities are as follows: • Translating the portal to local languages. • Continue the short term activities listed in sustainability plan with additional involvement of the educational local/regional authorities as well as educational representatives and educational associations; informing them about the innovative methodologies applied, good use cases and promoting information on benefits that such approaches carry. • Publishing results in academic journals. • Collecting the results of short and mid terms activities we need to design new services and outcomes regarding to the new requirements and needs of stakeholders group: new topic for the ENGAGE portal and new activities to train teachers and involve different formal informal and non formal learning contexts in order to give ENGAGE project an lifelong learning prospective. • Writing new grant proposals on GBL to bring teachers and game developers together and create games in accordance with the needs of teachers. 6. Contribution to EU policies ENGAGE supports the innovative use of new methods for learning and teaching. In particular, this project is promoting pedagogical models that are focused on the learner and are taking in consideration the change of students (i.e. pupils) and their environment (technological- and “fun-“oriented). In addition, the ENGAGE project is stimulating further stakeholders like the industry (i.e. games software developers) to serve the direction towards a “learning society” by offering products for individual development within a high degree of motivation. Thus, the ENGAGE project is undertaking a valuable step in order to change the attitude about learning in schools and other formal learning environments by approaching the preferences of the target group and providing suitable pedagogical models in immersive environments. There is a strong need to reach the European five benchmarks which are considered important and necessary in order to meet the Lisbon objectives. In this respect, the adoption and adaptation of games for learning of undoubted quality in educational contexts can support the motivation and the pleasure of learning in pupils and students (so as to contribute to the n. 1, and 3 benchmarks). This will also serve to promote the adoption of diversified and personalised didactic strategies for adults in informal and non-formal learning scenarios so to reinforce their attitude and willingness to learn throughout life (so as to contribute to the benchmark 5). Although much excellent work has been done in previous projects, it is necessary to valorise the outcomes in other contexts: to “ENGAGE” potential users with the idea of GBL. The range of ENGAGE objectives is designed to achieve this goal, using the central nexus of the portal as the point from which all this activity starts. The ENGAGE project centres on and aims to actively support the ongoing and demanding changes and challenges of education and training systems. In particular the Outcomes of Proceedings of the Council of the European Union (2001) underlines many issues and priorities, which are central to the ENGAGE project. These include: “Improving education and training for teachers and trainers: Upgrading the initial and in-service training of teachers and trainers so that their knowledge and skills respond both to changes and expectation in society. The need to support teachers, educators, practitioners and LLL educators in improving their skills and competences and in understanding the potential of learning games in education and training, in selecting the games which best meet the learning objectives, the learners’ needs and peculiarities and, in helping them to integrate the use of quality learning games in the daily didactics, represent the key actions and strategy for delivery education and training actions which meet the requirements of the Knowledge society and improve the active participation of everyone in life and society“ The objectives of ENGAGE clearly fall within the “Transversal programme – Dissemination and Exploitation of results”; the project aims at fostering and supporting the dissemination and exploitation of the results achieved – mainly - within several previous EC LLP co-funded projects (Uni-Game, SIG-GLUE and DISCOVER) in which ready-to-use products (web-site, game platform, quality stamp framework, Guide to Quality criteria of Learning games, online catalogue of certified games, training action model and already prepared training materials for educators and trainers) have been developed.
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