04/08/2017

eConfidence

Serious games have become a popular tool for knowledge transfer, behavioural, perceptual or cognitive change. Confidence in behaviour changes through serious games, referred by its acronym eConfidence, was a project that aimed to test and research whether and how the use of serious game can have an impact on positive behavioural changes.

eConfidence focused on children, serious games and behavioural change. Two games were developed and piloted in a school environment. The research results aimed to increase the use of serious game in the classroom and reshape the ludic perception of games into a positive resource for young people, teachers, parents and carers. The project was coordinated by the Technological Institute of Castilla y León (ITCL) in collaboration with European Schoolnet, Everis, Nurogames, the University of Salamanca and the Faculty of Humanities and Social Sciences of the University of Rijeka.

Website: http://econfidence.eu/

Duration: 2016 – 2018

Funding: Horizon 2020, the European Union Framework Programme for Research and Innovation

Social media:
Facebook: https://www.facebook.com/eConfidenceEU/
Twitter: @eConfidence_eu
Hashtag: #eConfidence_eu

  • Status: Past
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