- Type of event
- Digital Citizenship
- Language of Event
9:00 – 15:30, 12 September 2018 Future Classroom Lab, Rue de Trèves 61, Brussels – Belgium
Serious games – that is, games with an educational purpose – have become popular in schools and have been shown to support knowledge acquisition as well as bring about behavioural, perceptual and cognitive change. They can be an important learning method provided they have a sound underlying pedagogical design. In this workshop, we will look beyond what we already know about their use in education to what kind of impact we expect them to have and how to move from vision to evidence.
The seminar, which is co-organised by the European funded eConfidence and Scientix projects, aims to create an open space of exchange, bringing together representatives of the relevant stakeholders in the field of games and serious games for educational purposes. During the event, European Schoolnet, eConfidence partners and Scientix experts will engage with the participants around the lessons learnt from their activities concerning games at school.
The seminar aims to involve:
• Representatives of Ministries of Education
• National/regional authorities responsible for education policy
• Games developers
• Researchers in the field of social sciences and games for learning
• Educational professionals (teachers, school heads, pedagogical coordinators, school counsellors)
Participants will have the opportunity to contribute actively presenting their experience, projects and initiatives related to key topics and questions during the group discussions.
Check out the agenda here.
About European Schoolnet
European Schoolnet - EUN is a network of 34 Ministries of Education from across Europe, leading educational innovation at European level. As a major international think tank, European Schoolnet operates key European services in education on behalf of member Ministries of Education, the European Commission, and industry partners.
About the eConfidence project
eConfidence - Confidence in behaviour changes through serious games is a 24 months project funded by the European Union's Horizon 2020 research and innovation programme. eConfidence focuses on the use of serious games in education and their potential benefits in supporting behavioural changes for young people. The project aims at developing a methodology and testing it with two serious games considering behavioural aspects related to safe use of internet and bullying.
This project has received funding from the European Union's Horizon 2020 research and innovation programme under grant agreement - No 732420. This communication reflects only the author's view. It does not represents the view of the European Commission and the EC is not responsible for any use that may be made of the information it contains.
Scientix - The community for science education in Europe, funded under the European Union H2020 programme for Research and Development, Grant agreement number 730009 - promotes and supports a Europe-wide collaboration among STEM (science, technology, engineering and maths) teachers, education researchers, policymakers and other STEM education professionals.
The work presented in this document is supported by the European Commission's H2020 programme - project Scientix 3 (Grant agreement N. 730009), coordinated by European Schoolnet (EUN). The content of the document is the sole responsibility of the organiser and does not represent the opinion of the European Commission (EC), and the EC is not responsible for any use that might be made of information contained.All Events