PRESS RELEASE: 'eConfidence project launch: eConfidence in Behaviour Changes through Serious Games'

Serious games have become a popular tool for knowledge transfer, perceptual or cognitive change, but are they an effective instrument for behavioural change?

eConfidence - Confidence in behaviour changes through serious games - is an EU2020 funded project which aims to answer this question through research pilot actions in schools on how the use of serious games can have a positive impact on young people's behavioural changes.

eConfidence, launched in November 2016, is the result of a multi-stakeholder cooperation between game developers, universities, technology industries and education experts. More specifically, the project is co-ordinated by Instituto Tecnologico de Castilla y Leon, in collaboration with European Schoolnet, Everis, Nurogames, University of Salamanca and the Faculty of Humanities and Social Sciences, University of Rijeka.

The European Commission has previously financed a number of projects investigating positive behavioural changes in relation to games and gamification projects. In spite of a consensus on the instructional potential of serious games (games designed for a primary purpose other than pure entertainment), there is still a lack of methodologies and tools that encompass their design, support analysis and assessment.

For this reason, eConfidence is contributing to this needed research by testing a methodology with two specially designed serious games considering behavioural aspects in young people related to the safe use of the internet and bullying. The methodology includes several models, such as the Activity Theory-based Model of Serious Games for game development, combined with Applied Behaviour Analysis and Learning Analytics.

In May 2017, the project launched a call for schools interested in taking part in the pilot tests. 10 schools (5 Spanish and 5 from European English-speaking countries) have now been selected to carry out the pilot test of two eConfidence serious games on the topics of bullying and the safe use of internet, involving students aged between 12 and 14. Students will be divided into a control and an experimental group during the academic year 2017/2018, and the results of the pilot actions will be announced in the summer of 2018.

To learn more about the project visit the eConfidence website and get direct access to the brief on ‘Educational benefits of eConfidence serious games', information dossiers on the key benefits for schools and students, research on serious games, and more.

Follow: @eConfidence_eu on Twitter and @eConfidenceEU on Facebook for live updates and announcements.

For further information, please contact: 
European Schoolnet
Caroline Kearney, Corporate Communications & Advocacy Manager
+32 (0)2 790 75 51, caroline.kearney@eun.org

Project partners: www.econfidence.eu/contacts


About eConfidence

eConfidence (eConfidence in Behaviour Changes Through Serious Games) is a 24-month 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.

About European Schoolnet

European Schoolnet is the network of 31 European Ministries of Education, based in Brussels. As a not-for-profit organisation, we aim to bring innovation in teaching and learning to our key stakeholders: Ministries of Education, schools, teachers, researchers, and industry partners. European Schoolnet's mission is to support relevant education stakeholders in Europe in the transformation of education processes for 21st century digitalized societies. Our remit is to identify and test promising innovative practices, share evidence about their impact, and support the mainstreaming of teaching and learning practices aligned with 21st century standards for the education of all students.