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Sara de Freitas of Coventry University’s Serious Games Institute gives her vision of Serious Games and Game-Based Learning. Find out about Sara’s latest activities and the future directions she sees in the games field. A podcast produced by the GEL theme team.
Prof. Dr. Erik Duval of KU Leuven speaks about Learning Analytics in Mobile Learning.
classON (in-Class Live Analytics for aSSessment and OrchestratioN)
MIRROR (www.mirror-project.eu) is an FP7 IP project dedicated to reflective learning at work. Within project activities two serious games* about complex dialogues have been developed. CLinIC is a serious game focusing on difficult dialogues between nursing staff and patients, while Think better CARE is about care staff and residents. During the game, users have several options of action that will allow the assessment of different parameters ("patient/resident satisfaction", "quality of communication", "relationship with the patient/resident" and "time management") behind the screen. After playing users will have to do a self-evaluation, based on these pre-defined parameters to state how they think they have performed. Furthermore a feedback based on the same parameters comes then from the system and a graph comparing the two is displayed. Finally, in order to be able to better reflect on the differences and on the experience, users will be able to review the dialogues, where the thoughts of the counterpart are shown as well (these are not displayed while playing the game). *serious game= interactive simulation of real-world events with the look and feel of a game (can also be represented in form of a metaphor).
Solve for X is a forum to encourage and amplify technology-based moonshot thinking and teamwork. http://www.wesolveforx.com http://goo.gl/T3qQo Few people question that education is the most critical problem for the world to solve - both in the developed and in the developing worlds. The temptation is to see this as purely as a policy question and not as a technology challenge. What if you just asserted it was possible for a device to be smart enough, cheap enough, rugged enough, and connected enough that it could be dropped into any village square and could not only teach children how to read, but teach them how to learn and inspire them that learning was fun. What would that take? Nicholas Negroponte founded the MIT Media Lab (1980), WiReD Magazine (1990), and One Laptop per Child. Nicholas has recently launched a reading experiment to learn whether poor and remote kids (5-10 years old) can learn to read on their own with a solar powered, Android tablet suitably loaded with immersive and constructionist material.