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| Playful Learning | PRINT | | Game-based Learning at Schools |
Brussels, September 2006 - How should an educational game be designed? How to avoid cheating? Can games contribute to the creativity of learners? Elearningeuropa.info has published a user generated interview with Maja Pivec, the project coordinator of Special Interest Group for Game Based Learning in Universities (SIG-GLUE), discussing major aspects of game-based learning.
To stimulate and assess high quality games in learning, the European Special Interest Group for Game-based Learning in Universities and lifElong Learning SIG-GLUE started a quality stamp service for games in May 2006. It is focused on fully developed games already in use as well as on games prototypes.
"Games can be applied as a tool to foster various aspects of the life-long learning process", project manager Maja Pivec is convinced. "When designing your own game, it is always a challenge to ensure that the game is linear enough to cover all aspects for learning, yet not so linear that it would restrict players’ further gameplay if they got stuck." In the interview posted at Elearningeuropa.info she reveals many more insights and tipps.
Maja Pivec will lead a round table discussion about the purpose of games in learning, quality issues and theoretical foundations of games design and development on Friday, December 1. |
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| | | | | | | Premium Content |  | Second Life as an eLearning Platform | | 3D simulations and serious games are attaining ever-increasing significance for the learning world. A special case of its own is the virtual world Second Life. The CHECK.point eLearning Whitepaper "Second Life as an eLearning Platform" seeks to contribute to the discussion about Second Life’s suitability as a technological platform for education and training. The study answers questions like "For which application scenarios is Second Life suitable?" and "Which topics can be implemented successfully in Second Life?"
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