The use of Serious Games in Education: A new learning Paradigm
Transcript of The use of Serious Games in Education: A new learning Paradigm
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TABLE OF CONTENTS
Summary ...................................................................................................................................................... 4
The Project .............................................................................................................................................. 4
The constructed scenarios ...................................................................................................................... 9
The wheel does not need to be invented! ............................................................................................ 10
Conviction ............................................................................................................................................. 10
The inspiration is not divine .................................................................................................................. 10
The concept of GREAT LX ...................................................................................................................... 11
How to use the potential of games to change education ........................................................................ 12
Conference Committee .............................................................................................................................. 13
Part I – Conference Themes ....................................................................................................................... 22
Plenary Sessions and Round Tables .......................................................................................................... 23
1. E&T 2020 strategy powered by networks and partnerships ............................................................. 24
a)Partnerships .................................................................................................................................... 24
b)Networks and partnerships ............................................................................................................ 25
c)European Strategy na CML ............................................................................................................. 26
d)Networks and partnerships ............................................................................................................ 26
e)EDEN Network ................................................................................................................................ 27
f)Partnerships in Europe .................................................................................................................... 27
g)PT Learning Working Group - the network in perspective ............................................................. 28
h)Networks and Partnerships Research ............................................................................................ 28
2. Games in Learning; Game Based Learning; Serious Games; Gaming - Findings and appreciations
from recent researches ...................................................................................................................... 29
a)Serious Games/Users Needs Research Results .............................................................................. 29
b)Serious Games ................................................................................................................................ 31
c)Designing Games ............................................................................................................................ 31
d)New ways of learning and teaching ............................................................................................... 32
3)ICT for learning in the EU 2020: Findings and appreciations from recent researches ................... 33
a)ILT for learning in the EU ................................................................................................................ 33
b)MOOCS Methodology ..................................................................................................................... 33
c)When we talking about learning tools, what do we mean? ........................................................... 34
d)What is the point of view to improve education and learning? ..................................................... 34
Parallel Sessions ......................................................................................................................................... 36
1. The MOOC experience : The Bright and the Dark Sides .................................................................... 37
2. Academy Cube Initiative .................................................................................................................... 40
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3. Natural User Interfaces ...................................................................................................................... 41
4. SAPO Campus: Rethinking educational technologies in learning contexts ....................................... 42
5. Ciberescola da Língua Portuguesa ..................................................................................................... 44
6. Technology Enhanced Learning; where are we heading to? ............................................................. 46
7. The Social Learning Revolution .......................................................................................................... 49
8. Linkedin no stop ................................................................................................................................ 52
8. Designing Games, Motivating Students, and Entrepreneurship........................................................ 56
9. Serious Games and their impact in market ....................................................................................... 58
10. Playing games in mobile devices - Portuguese students' preferences .......................................... 60
11. Simulation Videogames ................................................................................................................. 63
12. 2050 Simulator - Do you accept this challenge for Portugal? ....................................................... 65
13. Plagiarism ...................................................................................................................................... 67
14. The use of Serious Games in Education : A new learning paradigm ............................................. 71
15. The GREAT Experience : complementarily on knowledge and skills ............................................ 75
16. Gamification: strategies for interaction and pedagogic assessment ............................................ 79
17. Measuring Results in training: Gamification Metrics .................................................................... 81
Synthesis and conclusions – Coliseum ...................................................................................................... 84
Part II - The Great Partnership .................................................................................................................. 88
Part III – Conference Figures .................................................................................................................... 113
Rapporteurs Team .................................................................................................................................... 120
APG Technical Team ................................................................................................................................. 126
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SUMMARY
Education and training / lifelong learning are prominent figures in Europe 2020
(http://ec.europa.eu/europe2020/europe-2020-in-a-nutshell/index_en.htm) as a
method of promoting smart, sustainable and inclusive growth. However, in times of cri-
sis and change, the austerity measures taken by the EU Member States are having an
adverse effect, acting on investment in education and training. Also for Portugal looking
out of an economic crisis that has taken root deep in amounts not practiced. The possi-
bility of putting lifelong learning as a European Vision for this, is stated, before its powers
or competitive moves and encourages us.
The GREAT LX Conference positioned itself as a Portuguese contribution to influence
European policies for E & T 2020 in its dawn. GREAT LX was, however, in our view much
further than a closing conference of the project. And this story is that here we signal.
Figure 1 - GREAT LX - New ways of teaching and learning in a society revolutionized by
the web
www.greatconference.eu & https://www.facebook.com/ProjectGREAT
THE PROJECT
The Great - Game based Action Research in Education and Learning (E-mail:
[email protected] and http://projectgreat.eu) is a European project which has received
funding from the Leonardo da Vinci program of the European Commission, through the
Agency for the Lifelong learning which aimed to skill trainers and teachers with peda-
gogical methodologies and tools for the proper use of games in the learning process.
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Figure 2 – Project Great
It does so by transferring innovation, previously developed in the Project Engage Learn-
ing (www.engagelearning.eu) considered as one of the best European and honored and
awarded at different times and organizations.
The Great research is focused on research & learning for education and training on adult
learning in the workplace.
When in May 2011 prepared the application right there is set a goal LX GREAT this con-
ference to be held in Lisbon and the date’s fruition (15/ 16 September 2013). A feat in
itself embodied terms, if the reader takes into account that we are in a time of great
difficulty for all sectors of E & T in Europe. To do it, was a work of great perseverance
and strong commitment of all, involving many friends / many agents and the knowledge
to make it happen, these European initiatives by lending him perseverance (even obsti-
nacy one may say), love and passion.
The Great had its launch seminar on November 4, 2011 in Isla - Lisbon (online partners
and guests were many Europeans) and its first meeting DP_ Development Partership on
10 and 11 November 2011 in Bucharest, Romania. At this first meeting it was decided
on the workflow, task forces methodologies management, communication planning and
management. Then it was decided to keep the date of the final conference.
The integrated DP is:
APG - Portuguese Association of People Management who led and manage.
FH JOANNEUM University of Applied Sciences - Graz, Austria, who led the research and
transfer of know -how and innovation.
MERIG - Multidisciplinary European Research Institute - Graz, Austria controlled the
quality of the work.
AIF - Associazione Italiana Formatori - Milan, Italy who co - coordinated the piloting of
training products.
The I-Zone Knowledge Systems Romania and Gazy Universitesi, Ankara who led the
spread dissemination working package.
Only very recently the GBL (Game Based Learning) appears as an associated methodol-
ogy to learning through the use of digital games (or web-based) focused on acquiring
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skills than knowledge. GBL is a set of applications, methodologies and approaches that
can help to overcome many of the weaknesses of much of the e-learning and TEL – Tech-
nology Enhanced Learning that is ( still ) perceived as reproducing old patterns of edu-
cational transfer and learning styles using new technologies, rather than building envi-
ronments and contexts of learning business and personalized.
De Freitas (one British researcher of Portuguese descent) believes that "through the cre-
ation of games as metaphors, children and adults can use drama and narrative forms to
imagine and empathize with other people, historical events or potential future scenar-
ios, to try and rehearse skills in safe and secure environments." (De Freitas, 2006, p. 6)
Or saying of our Great principal investigator (Maja Pivec): "The skills and abilities are
attained, the player advances through the game and increments their knowledge."
(Kearney & Pivec, 2007)
The difference is that now the research and study of the underlying results on GBL are
now supported by the thinkers and opinion-makers in the European Commission (read
studies and documents of the JRC / IPTS-http://ipts.jrc.ec.europa.eu/).
And perhaps this is why the GREAT appears much focused on what some (wrongly, since
all human activity is subject to measurement. Cross, 2009) refer to as intangible results:
• Increase the pleasure of learning and teaching through the use of games ;
• Develop an understanding of the potential of games for learning ;
• Develop awareness agents in several European Education / Training fields of the
importance of games as a teaching tool ;
• Contribute to the revolution of the teaching - learning European and shifting
your paradigm Education / Training ;
• Contribute to the strengthening of research on the certification of informal
learning.
Of tangible form and content GREAT is already disseminating accessible to all / as:
• The Catalog of games explored ( with summaries in different languages of the
partners);
• The Online Catalog with comments on every game versed in pedagogical exploi-
tation;
• Structure of workshops and guidelines for raising motivation for learning -based
games (150 trainers and certified teachers in five countries of the partnership ) ;
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• Training Package that includes tools Needs Assessment and game-based learning
( GBL Web Based) and training content in b -Learning.
We note that there is outstanding work produced in related documents that allow me
to emphasize the " state of the art " under the title " Joint Analysis Report" ( in
https://www.dropbox.com/s/yj79jqakh3qjuue/WP2-Report - JointResearch.pdf), pub-
lished in June 2012 and the " dissemination strategy". Another, who had great success
and importance was the one of visual identity manual and also the communication
handbook. On them the partnership innovated and showed signs of new skills to face
this new adventure on learning.
The GREAT LX conference so gained content and quality product to present.
The path was up doing...
At the beginning of 2013 the fieldwork was ready to launch the courses "TTT -Train the
Trainers Training". In a climate of great uncertainty caused by the deep economic crisis
that affected the countries of the partnership it was necessary to appeal to the best of
all of us to get where it is. Twelve courses were conducted and more than 150 new trade
professionals certified in methodology GREAT.
The inspiration and support partnership development was secondary to her a national
team Pteam GREAT / APG (Angela Fernandes, Miguel Toscano, Maria Luisa Corbal; Mar-
cia Gonzalez, Ana Delgado, Luis Cara D’ Anjo, Manuel Peixoto, Jorge Bicho, Ana Conde),
received support from the logistics team ISCTE University in Lisbon (leaded by Profs
António Caetano and Ana Passos) and was driven by the driving force of its speakers
(many of which international) and especially its partners and supporters.
It was in this environment that we worked out to build the GREAT LX.
How to get there?
Key words were: -partnership; communication; sharing; connectivity; information and
knowledge.
Partnership
For the GREAT LX was the word key factor. The network of partners ( associates) was
started in the first weeks of the project and reached Countries like Brazil , India , Hong
Kong , Spain, England , Ireland , Serbia , USA , France , etc. . Emphasis on design place-
ment "in the picture" on the website ETDF (www.etdf - fefd.eu) and Eucis (www.eucis -
lll.eu) having this inclusive, been afforded the integration of a workshop in Brussels dur-
ing the work of its annual Forum with DGEAC. The project won "wings" and flown by
many information networks worldwide. Collaborative work in Portugal was born early
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with seminars for dissemination and training activities and information. Universities in-
volved (Beira Interior, Coimbra, Lisbon), and CIEJD, Repcom, INA, ISS, Modatex, CECOA,
and many companies. So, we create a shared compromised experiences and knowledge
that converged to a GREAT LX conference.
Communication - A critical factor in European projects, we can state it based on own
experience. In 2011, the forms of communication through social networks exploded and
changed processes and ambitions. , Great wanted to be open and sensitive. Hence the
creation date of your Facebook page, your LinkedIn Group, your blog later entry in
google +, etc. and also a restlessness in Europeans vehicles of communication, among
others : the eLearning Europa (today, we migrated to Open Education Europe) ; plat-
form (ADAM and EVE) ; platform ENTER.
We maintained regular positioning in traditional communication channels like: maga-
zines (APG systematically used your Personal Magazine and its newsletter "pessoal-
mente"), TV programs, articles and interviews in newspapers and some scientific articles
in recognized publications and also, very importantly, a positioning Conferences in Eu-
rope. GREAT LX benefited from this penetration and symbolism recognized result of con-
stant work.
Sharing - the GREAT project received much of their partners, friends and Pteam APG,
but also because it gave a lot, taking a position of openness for receiving critical thinking,
and volunteer work (more than 1000 hours are counted). Concealed nothing and every-
thing always revealed for all to follow and take commitment. Innovation is GREAT for a
resultant of constant work and sense of sharing for the renewal ever happening and
there is a systemic renewal and commitment to entrepreneurship. If others benefit from
products and GREAT results, we feel it as value and not as plagiarism.
This sense of sharing remained and was mirror of our way of being in GREAT LX.
Connectivity - not being connected is like there inexistence... that's how it played GREAT
and wanted to build up.
He did it using open tools of communication (social networking) and seeking to link their
partners, doing it regularly, and sometimes intensely through tools like Skype (now and
then google hangouts) or email. So the GREAT LX had its own website and its very spe-
cific newsletter (7 info great were edited between June and October 2013). The data-
base of contacts has grown explosively and GREAT LX used it intensively.
Information and Knowledge - For GREAT project the maximum was to be confident of
turning information into knowledge. Many parts and objects of structured knowledge
are available, far beyond the products that the contract obliges. It was an outcome re-
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solving the efficiency of the DP. In all countries of the partnership some of their repre-
sentatives participated in various forums, conferences, seminars, meetings where their
knowledge and skills were recognized. Several references made to European fashion
ideas, concepts, and works GREAT products. The Conference GREAT LX was the learning
environment and the time where many of these people to know each other and connect.
Learned more with us and us with them more!
Games can change the Education / Training issue, fact and disruptive way, as many gurus
have been saying and the European Commission has indicated. The Great was one of
the champions of this "League of European knowledge and culture" and gave sign of it
in his lectures that end we have appointed at GREAT Lisbon International Conference on
Games & TEL (Technology Enhanced Learning).
Nowadays, organizational efficiency is defined by collaborative networking in a social
environment also it predominantly dominated by the networks.
The exchange of knowledge and experiences (information and knowledge, anyway) is
what makes human brains react in the wright way sense, stimulating the imagination to
the relevant impulse response (innovation).
THE CONSTRUCTED SCENARIOS
Adequate opportunity provided by the current political transition that the European
Commission lives in; transition to the new framework guided by the EU 2020 strategy
with strong changes in the Education / Training /Longlife LearningPlus, that highlight the
Erasmus Plus and Horizon 2020 programs and for more evidence, and the role that these
networks and partnerships will take, almost as an obligation to be able to make use of
European financial funds. Understood it, the opening of the second day at GREAT LX
gave us at the opening roundtable.
The first day was done justice to the importance of social order to create bonds of friend-
ship and awareness among various actors. (Looking forward for partnerships and net-
works). The point of intervention of that day was made by Dondi, Caudio. He recorded
one of the highlights of Design about changes in European policies that matter for a
future face rejuvenating Education / Training / Lifelong Learning in Europe.
On the second day paired round tables on themes Games & TEL parallel sessions (more
than 6 at each time) crossed and very diverse. Realize that in the reports of the various
sessions described later in this book. The results of an assessment (made by survey
structured online) is also factual and relevant information about what happened.
This was the starting point for the production and delivery of GREAT LX.
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In this new world of intangibles, we need to refocus our best contributions. Certainly
undergo invest in strengthening interactions and relationships in our People’s Network.
Being part of a European network, for example, allows us to improve the quality of the
learning, motivation, the ability to innovate and produce more. The project GREAT and
the GREAT LX conference contributed extensively to connect more people and organi-
zations to the learning change movement in Europe.
THE WHEEL DOES NOT NEED TO BE INVENTED!
Two points of reference with excellent results marked the work the GREAT LX: - the Con-
ference Creative Learning & Innovation Market Place (www.creativelearningconfer-
ence.com) which took place in Lisbon on 15 and 16 October 2009 and the eLearningLis-
boa (www.elearninglisboa.com) last of 4 European Conferences.
The European Commission conducted between 2002 and 2007. Benefited from friends
and scholars who make it happen: - Knowledge in Europe. The merit is with them, the
network connection was our mission with great attachment to the demonstration of
teamwork as a lever for the solution.
CONVICTION
Anchored in the recognition of the existence of tools and knowledge that can lead, on
the one hand the non-formal and informal learning, and on the other hand, to Entrepre-
neurship, Innovation and Creativity precursors generate solutions that make us evolve
within this Europe’s multiculturalism by focus on knowledge and culture of their peo-
ples. GREAT LX conference was just a result of this conviction that pursues, perhaps since
the advent of the first reflections on eLearning in Europe back in the late 90s.
THE INSPIRATION IS NOT DIVINE
The context and environment for the Initiative was an impossible hypothesis.
Our friends from the European Commission and our mentors (Roberto Carneiro and
Claudio Dondi) stood by our side and are an example of collaborative action. Though
some cannot be present, they have left testimony (video) and animated discussion
groups on social networks.
Thus, it was "easy" to call up the vast network of the National and International Partner-
ship for a committed and active collaboration involving important figures from aca-
demia, business and public administration, and many of those who "run for pleasure."
A special salience for the Lisbon Municipality and his team of strategy formulation 2020
and a significant number of organizations who wanted to be active and engaged. Na-
tional and European.
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THE CONCEPT OF GREAT LX
Adopting a model of call for disintegration of formal presentations by the speakers, in-
stead posing over comments and fostering dialogue and interpretation, we sought to
convene at Final, the audience and the speakers, in a situation of Coliseum, a single mo-
ment of all are with everyone.
The fact of all parallel sessions having Rapporteurs (a team of 12 experts volunteers led
by Prof.ª Maria José Sousa) that embody this book and to communicate with the speak-
ers and moderators (to coordinate with them, and many were of the Pteam APG /
GREAT) prior to their sessions, doing justice to the collaborative activity and dramatically
reducing the risk of improvisation and " fend ".
A privilege was given on walk the talk over long exposures for speakers or presenters.
A sweaty work rewarded at “posteriori” when it seeks to transform knowledge into ac-
tion, so that it can be reused, making use of the site of the Conference and the materials
produced. (You can check to access that demand)
And, of course, last but not least a real and effective Teamwork.
An event like this does not take place without great enthusiasm and joy of several teams
combined in a single purpose. An effort that surpasses all known the pathway of diffi-
culties, sorrows, limitations and barriers that we face in projects of this nature and on
an environment of great frustration and social and economic setback.
Thus we had, which was a further contribution to the Portuguese Utopia of a Europe of
Knowledge and Culture!
Etelberto Costa
Lisbon, October 5, 2013
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How to use the potential of games to change education
Great LX Conference Keynote Speaker – Claudio Dondi
DING
Game-based learning has been considered a significant approach to increase motiva-
tion of learners for a long time, and ICT has brought a lot of new options to broaden
the range of learning objectives that can be addressed by games.
While, from a pedagogical perspective, a certain consensus exists on how games can
contribute to learning, not equally explored is the potential of games to address some
of the present policy challenges in the world of Education:
shift of educational focus from delivering knowledge sets towards developing
competences for work and life: games can develop process-related competences
in a seamless and entertaining way;
reducing the early school learning phenomenon: games can propose attractive
ways of learning to young people who are frustrated by traditional way of
“presenting and testing” school routines;
innovating assessment practice: games can record and document continuous
performance and enrich the basis of evidence used for learning assessment;
scaling up innovation in school: games, and particularly on line games, allow to
create large communities of teachers and learners, who can be organised in
collaborating/competing teams;
address the issue of cost-effectiveness of education: well designed games, with
high educational value, can address certain learning needs of large numbers of
learners, including adult learners who would have difficulties to access traditional
forms of education.
How can we bring attention of policy makers to the significant potential of games? This
issue will be addressed by the GREAT Lisbon Conference on Games&TEL.
By Claudio Dondi – SCIENTER –
December 2012
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CONFERENCE COMMITTEE
Scientific Committee Biographies
Ana Almeida Assistant Professor at the Faculty of Psychology and Educational Sciences, Coimbra Uni-versity, she has a PhD in Educational Psychology, 2004 (Cognition and Problem Solving), and Master since 1995 (Game, Problem Solving and Learning). She develops teaching functions, research and service to the community (consultation, advice, assessment and psychological interventions). Her interests are around the game-based learning, research projects and intervention supported by technological means. Ana Amélia Carvalho Ana Amélia Amorim Carvalho is a Professor at the Faculty of Psychology and Educational Sciences of the University of Coimbra. She is an author and co-author of several books, book chapters and articles in national and international journals in the field of educa-tional technology and the training of teachers. She has coordinated scientific projects financed by FCT on Games and Mobile Learning. Ana Dias Ana Augusta Silva Dias is the Head of TecMinho e-learning Centre / Minho University Continuous Training Office, managing the development of technologies and pedagogies that can support e-learning and learning innovation initiatives. As an expert her research interests are in European Union policy on IT, e-learning and in Knowledge Management Systems, and in access to and participation in higher educa-tion, with a special interest in the development of Web 2.0, social, formal and informal networks. She has managed a number of large research projects funded by public and private organizations on: eLearning, open educational repositories, policy and practice in access to e-learning and mobile learning in higher education – guidance, counselling and accreditation. She is involved in Minho University team to develop e-learning and blended learning initiatives and personally in touch with senior managers, teachers and technical staff in a wide range of disciplines across different projects of the Academy. Besides her main role in TecMinho is to initiate, manage and evaluate EU projects and to support members of the Academy in the development and manage-ment of their EU projects related to e-learning and LLL initiatives. She has 20 years ex-perience of working with international teams, bringing together institutions from across Europe to work together on common projects. Main Publications in English: 2000, Evaluation of The Use of The Web for Education in Southern Europe and Latin America In: CISAER – Courses in Internet Survey Analysis Evaluation and Recommenda-tions http://www.nettskolen.com/in_english/cisaer/index.html.
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2001, The Role of the Trainer in Online Courses. In: Actas da II Conferência Internacio-nal de Tecnologias de Informação e Comunicação na Educação: desafios 2001. Pub-lisher: Centro de Competência Nônio Século XXI, Minho University. 2002, Learning Management Systems used in Southern Europe. Ana Dias, Paulo Dias and Pedro Pimenta, In: Web-Education Systems in Europe. ZIFF PAPIERE 118, Fern Uni-versitat, Germany. 2003, From Cognitive Landscapes to Digital Hyperscapes. José Bidarra and Ana Dias. In: International Review of Research in Open and Distance Learning (IRRODL). Pub-lisher: Athabasca University, Canada. 2004, Ecological Strategies and Knowledge Mapping. José Bidarra and Ana Dias. In: Workshop Interactive Visualisation and Interactive Technologies, International Confer-ence on Computational Sciences - ICCS 04 Proceedings - Part III - LNCS volume number 3038. Krakow – Poland. 2005, Teachers and Patterns, Ana Dias, In: The UNFOLD Booklet – Understanding and Using Learning Design, Dainel Burgos &David Griffiths (Eds), Open University of the Netherlands, Heerlen, Educational Technology Expertise Centre. 2008, E-Repository for e-learning - Open Educational Resources Ana Dias and José Carvalho (https://e-repository.tecminho.uminho.pt/) , University of Minho, Braga, Portugal 2009, Achievements Of Mobile Learning Today, Ana Dias, José Carvalho, Desmond Kee-gan at all, Ericsson, Ireland. Ana Palmeira de Oliveira Dr. Ana Palmeira-de-Oliveira completed her Ph.D during 2012 (microbiology) at Univer-sity of Beira Interior, Portugal and MSc. (2009) at Faculty of Pharmacy University of Porto, Portugal. She has vast experience in different areas of microbiology and a special interest for gen-ital microbiota and infections. Ana is microbiology professor at FCS-UBI, Portugal both in Medicine and Biomedicine graduation. Ana´s investigation work is especially devoted to the study of genital infections and to develop new therapeutic strategies to control resistant and recurrent cases. She has been studying natural extracts has possible valuable therapeutic products. Ana is author and co-author of several ISI and Scopus papers and her work has been disseminated in distinct international congresses by both oral and poster communica-tions. Ana supervises several master and PhD works at CICS-UBI and collaborates with other international scientists from Belgium, Sweden, Brazil and Argentine. António Moreira Teixeira António Teixeira is a Professor at Universidade Aberta and a Vice-President of Eden – European Distance and eLearning Network. Ana Margarida Passos Full-time researcher at the Business Research Center (BRU-IUL), Instituto Universitário de Lisboa (ISCTE-IUL). She had her PhD in Social and Organizational Psychology in 2005. Her research interests are related with team leadership and team effectiveness over
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time in different organizational contexts. Her research has been published in a number of relevant academic journals including Journal of Managerial Psychology and Leader-ship. Célio Gonçalo Marques Célio Gonçalo Marques is a Professor at the Polytechnic Institute of Tomar and Vice-Director of the Center for eLearning and also Coordinator for Information Technology and Communication in the School of Management of Tomar. He has been involved in several projects related to information technology in education and has been part of the organization of several events in this area, among them the "Meeting on Games and Mobile Learning." He has a PhD in Educational Sciences and Educational Technology. Dragan Ivetic Dragan Ivetic is a full professor and the head of the Graphics, Interaction and Multimedia (GIM) group in the Computer and Control Department, University of Novi Sad, Serbia. He is consultant on HCI in the Schneider Electric DMS in Novi Sad. Upon completion of the PhD research in the RWTH Aachen, Germany, prof. Ivetic received his PhD degree in interactive computer graphics from University of Novi Sad in 1999. Prof. Ivetic is editorial board member of several international journals. His research and consultancy interests for the past 22 years have been spread between C programming, HCI, computer graphics, multimedia, data compression in medical imaging, gaming, body (parts) track-ing, and avatar facilitated rehabilitation. Fabio Nascimbeni Fabio Nascimbeni has a degree in Economics with an international business manage-ment specialisation and PhD on ICT for Development in the Knowledge Society. In his present position of Director of the MENON Network, he is in charge of business devel-opment, coordination of international working groups, policy advisory and strategic con-sultancy. He has been coordinating more than 30 international research and innovation projects in the fields of e-learning and lifelong learning, as well as a number of interna-tional collaboration actions in fields spanning from Science and Technology, ICT re-search, information society development, educational research. He has been working on assignments by the European Commission (DG Education and Culture, DG CONNECT, Europeaid, DG Research, DG ENTR, DG Employment), as well as collaborating with inter-national organisations such as UNESCO, CEPAL or ITU. He is a member of the Executive Committee of the European Distance and eLearning Network (EDEN) as well as of the Editorial Board of the EURODL Journal. He is the Vice-President of the association New Technologies for Learning, member of the Scientific Committee of the Web Based Com-munities and Social Media Conference, of the Advisory Board of the ABEST Office for Argentina-Europe cooperation in Science and Technology, of the Scientific Board of the Institute for the Relations between Europe and Latin America and the Caribbean. He has actively participated in the setup of a number of international entities such as the MENON EEIG, the European Foundation for eLearning Quality,the VIT@LIS Network.
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Fernando Albuquerque Costa Fernando Albuquerque Costa holds a PhD in Educational Sciences and Psychology de-gree in the Faculty of Psychology and Educational Sciences of the University of Lisbon, where he was a lecturer and researcher between 1988 and 2009. From 2010 performs duties as Assistant Professor at the Institute of Education, University of Lisbon - http://www.ie.ul.pt/ - where he coordinates the MA in ICT and Education. Is deputy di-rector of the journal Education, Training and Technologies http://eft.educom.pt/ Fernando Ramos Full Professor of Communication Sciences and Technologies at the University of Aveiro (UA), Portugal. Director of the PhD program in Information and Communication in Digital Platforms. President of the Board of UNAVE, the UA interface for Life Long Learning. His current research interests include communication in education and training, distance education and webradio in transmedia contexts. He is a consultant for the European Commission and has been active in international cooperation in higher education in Cape Verde, Mozambique and East Timor. Gulsun EBY Most educational games are boring to learners and therefore ineffective, because the game elements usually are contrived. The creators of the game choose what they want to teach first, and then try to invent a game around the subject matter. Rarely is the game entertaining enough to justify its existence independent of its pedagogical value. There is a better approach. First, the subject matter must be analyzed to determine what kind of generalized skills can be mapped from it. Then, similarly, existing games should also be analyzed and placed into a corresponding systematic classification according to generalized skills. The learner can then choose a game to play that both develops the intended skill area, and is enjoyable to the learner. Such an approach, of course, requires a great deal of thought and work for anyone designing the system, but so do all worth-while endeavors. Isabel Maria Fernandes Neto Associate Professor and Pro-Rector at University of Beira Interior where she is responsi-ble for the Office of Educational Development. In the field of medical education she de-velops work related to curricular planning and development using student centered methodologies. The main area of interest is the use of innovative methodologies in the teaching and learning process, namely those that uses technologies to promote a more efficient learning. Jane Hart Jane Hart is the Founder of the Centre for Learning & Performance Technologies at C4LPT.co.uk - one of the world’s most visited learning sites on the Web. She is a Work-place Learning & Collaboration Advisor who provides independent advice on the use of new technologies for business and education, and also offers workshops, coaching and mentoring in the new digital skills required by those working in networked businesses at ConnectedWorkplace.co.uk
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Joel Rodrigues Joel J. P. C. Rodrigues is a professor at the University of Beira Interior (UBI), Covilhã, Portugal, and researcher at the Instituto de Telecomunicações, Portugal. He received a PhD degree in informatics engineering, an MSc degree from the University of Beira In-terior, and a five-year BSc degree (licentiate) in informatics engineering from the Uni-versity of Coimbra, Portugal. He is the Director of the Master degree in Informatics En-gineering at UBI. He is the leader of NetGNA Research Group (http://netgna.it.ubi.pt), the Chair of the IEEE ComSoc Technical Committee on Communications Software, the Vice-Chair of the IEEE ComSoc Technical Committee on eHealth, and Member Repre-sentative of the IEEE Communications Society on the IEEE Biometrics Council. He is the editor-in-chief of the International Journal on EHealth and Medical Communications, the editor-in-chief of the Recent Patents on Telecommunications, and editorial board mem-ber of several international journals. He has been general chair and TPC Chair of many international conferences. He is a member of many international TPCs and participated in several international conferences organization. He has authored or coauthored over 250 papers in refereed international journals and conferences, a book, and 2 patents. He had been awarded the Outstanding Leadership Award of IEEE GLOBECOM 2010 as CSSMA Symposium Co-Chair and several best papers awards. Prof. Rodrigues is a licensed professional en-gineer (as senior member), member of the Internet Society, an IARIA fellow, and a sen-ior member of ACM and IEEE. Jon Arambarri Telecommunications Engineer, MBA Executive and a PhD in Project Management. Now-adays, R&D and Alliances Manager at www.virtualwaregroup.com. He combines his pro-fessional work with Independent expert and lecturer activities for Europe and Latin America (www.funiber.org & www.eadic.com). More than 15 years of proven experience in entrepreneurship and innovation. His re-search interests combine both Telecommunication networks management and ICT ser-vices – Multimedia, 3D Animation & Interactive Virtual Environments. Member of the Steering Board Committee of the European Technology Platform where New Media Content and Networks meet (http://www.nem-initiative.org). Author of several scientific publications and active participant in conferences and semi-nars about the strategic challenges to be covered by ICT. Further information; http://es.linkedin.com/pub/jon-arambarri/1/270/62 Jorge Simões Jorge Simões's has a degree in Electrical Engineering and Computer Science, with Mas-ters in the same area with a profile in Industrial Computers. He also has a graduate de-gree in Business Management. Currently he is attending a PhD program at the University of Vigo in the areas of e-learn-ing, game-based learning and gamification. Is the polytechnic teaching at a private insti-tution and collaborates with Tecla Colorida, the company responsible for developing an online platform of social learning (schoooools.com).
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Contacts: - LinkedIn: http://pt.linkedin.com/in/jmapsimoes - Twitter: @jmapsimoes - Curriculum DeGóis: http://www.degois.pt/visualizador/curricu-lum.jsp?key=3532100724556229 José Reis Lagarto Associated Professor and member of the academic board of the Faculty of Humanities of the Catholic University of Portugal (UCP). Coordinator of the Masters in Educational Sciences, specialization in ICT and Education, developed in e-learning system in the Fac-ulty of Education and Psychology of the Catholic University of Portugal. Teacher in charge of the units of Multimedia and Communication, Media Project Seminar in ICT and Education and teacher-tutor in the subjects of Research Methods in Education, Distance Education & eLearning. Author of three books and various articles related to issues of professional training in distance education schemes. Develops research activities in the area of project design of eLearning and influence of ICT policies in the processes of teaching and learning. Supervisor of research work leading to the attainment of masters and doctoral theses. Member of the coordinating team of the undergraduate pro-gramme in Portuguese Sign Language in the UCP. Leonel Morgado Leonel Morgado is Assistant Professor at UTAD – University of Trás-os-Montes e Alto Douro (Vila Real, Portugal) and researcher at INESC TEC, on the use of virtual worlds in support of education and cooperation. He founded the SLACTIONS conference series, is editorial board member of the Journal of Universal Computer Science, led four research projects funded by the Portugal Telecom group, and was UTAD team leader of two pro-jects funded by the European Commission. Luís Amaral Born in 1960, holds a Ph.D. on Information Systems obtained at University of Minho in 1994. He is Associate Professor at Department of Information Systems in the School of Engineering of University of Minho where he teaches courses on information systems management and information systems planning to undergraduate and postgraduate de-grees. He is also involved in research projects in the area of methodologies for organi-zational intervention activities such as; Information Systems Management, Information Systems Planning and Information Systems Development. Other topics of interest are the adoption process of IT applications by organizations and the curricula for Infor-mation Systems professionals. Since 2005 is the President of the board of directors of CCG - Centro de Computação Gráfica. Pró-Rector of University of Minho between July 2006 and October 2009. President of the National College of Informatics (Order of Engi-neers) since March 2010.
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Maria João Gomes Is Assistant Professor at the Institute of Education, University of Minho. Engaged in Ed-ucational Sciences with emphasis on issues related to educational technology in partic-ular with regard to issues of e-learning and distance education and the integration of ICT in the curriculum. Maria José Sousa University Professor, has a PhD in Management and has developed her professional ac-tivities in areas like Innovation, Knowledge Management and Lifelong Learning. She is an author and co-author of several best sellers in ICT and People Management. She has also participated in several national and international projects as part of her research activities, highlighting the Project GREAT, led by APG. She is also frequent speaker at conferences, mainly on the topics of Innovation and Knowledge Management. Massimiliano Andreoletti Videogamer and professor at Catholic University of the Holy Heart in Milan (Faculty of Education). He has a graduation in Pedagogy (Education) and a Ph. D. in Communication and New Technology. His interests are connected with Virtual Reality, videogames, web, and digital media. He wrote texts and articles about video game and education. He worked with young people, teacher and educator about video games’ use, appropriation and consumption in formal and informal learning. Panagiotis Petridis Dr. Panagiotis Petridis is Director of the Masters Programme at the SGI and he is a Senior
Researcher at the Serious Game Institute. Panagiotis is currently involved in EU funded project
titled MASSELTOV, and he is leading two Engineering and Physical Sciences Research Centre
(EPSRC) projects. Previously as a researcher at the SGI he was involved in two EU Proposals
titled ALICE and SIMAULA, and in the JISC Funded project CUSTOMER. Panagiotis has worked
as a Research Fellow in the University of Salford and was involved in EU Funded project titled
MANUBUILD. Panagiotis has had 12 years of experience in working in Virtual Environments,
Human Computer Interaction, 3D Interfaces and Haptic Devices, Pervasive and ubiquitous
computing. He holds a PhD in Computer Graphics from Sussex University titled “Interactions
in Digital Heritage Systems.
Yahsi Yazicioglu Researches on educational computer games are mostly based on the way of learning in game environments and the impact of the games on learners. Educational computer games combine educational learning environments and game concept. Educational computer game design process have similarities with educational media design. In spite of the similarities, educational computer game design models should focus on specific issues for providing effective learning in game environments. For that reason, game de-sign models are needed for designing educational computer games. In this conference, an educational computer game design model is proposed based on literature in accord-ance with the specified components of educational computer game design.
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Organizing Committee
Etelberto Costa Is a former Senior Navy Officer (Marine Mechanical Engineer). Pos graduate in E&T at University of Lisboa and Northern College (Scotland). Member of the board of APG (www.apg.pt) - the HR PT association. Member of European Working Groups for Future of Learning and LLL Stakehold-ers Forum, Efquel Forum. Vice. President at ETDF –European training and development federa-tion. ( www.etdf.fefd. eu ) In October 2007 he coordinated a partnership for the production of the www.elearninglis-boa.com. For the EU Presidency as the EU eLearning Conference and in 2009 the www.creative-learningconference.com for the AECI - European year of creativity and innovation. Is now organ-izing the GREAT International Conference on Games&TEL 2013 at Iscte-iul.Lisboa. (september) Animator and organizer of a vision for Portugal of Life Long Learning – and founder of the Pt Learning Working Group (lwg@pt – www.lwgportugal.org) last 25 September 2010 and Leader of the www.projectgreat.org promoted by APG and financed by Leonardo da Vinci EU pro-gramme and www.oportunidade2020.eu for the Commission.
Ana Margarida Passos Full-time researcher at the Business Research Center (BRU-IUL), Instituto Universitário de Lisboa (ISCTE-IUL). She had her PhD in Social and Organizational Psychology in 2005. Her research interests are related with team leadership and team effectiveness over time in different organizational contexts. Her research has been published in a number of relevant academic journals including Journal of Managerial Psychology and Leader-ship.
Claudio Dondi Claudio Dondi, born in Modena in 1958 and an industrial economist as a university back-ground, is the President of SCIENTER – a non-profit research organisation based in Bo-logna and active Europewide in the field of innovation of education and training systems – since its establishment in 1988. In this position his main activities are the co-ordination of large national and European projects (observatory, foresight, innovation networks), as well as policy advice and evaluation at regional, national and international level. His other positions include: Vice-President of the MENON Network in Brussels, Secretary General of EFQUEL – the European Foundation for Quality in eLearning, Member of the Editorial Board of the British Journal of Educational Technology. From 2001 to 2006 he has been Vice-President of EDEN – the European Distance Education and eLearning Net-work. From 1999 to 2003 he has been Professor of Human Resources Development at the College of Europe. Maja Pivec Maja Pivec, Ph.D, is professor of Game Based Learning and Learning with Multimedia at the University of Applied Sciences FH JOANNEUM in Graz, Austria. She is editor and co-editor of three book publications in the area of innovative learning approaches. She is guest editor of British Journal of Educational Technology, Special issue on learning from games, May 2007. She was hosting European Conference on Game-Based Learning in 2009. She is initiator of the #SGDSS – Serious Games Design Summer School (www.sum-merschool.engagelearning.eu).
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Her research work is published and presented at more than 90 international conferences and publications. She is co-ordinator, scientific leader or partner in several EU or na-tional founded projects. More about her work and publications on www.majapivec.com
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1. E&T 2020 STRATEGY POWERED BY NETWORKS AND PARTNERSHIPS
Speakers: Maja Pivec (FHJ); Claudio Dondi (Scienter); Ana Passos (ISCTE); Patrick
Belpaire (ETDF/eApril); António Teixeira (EDEN); Audrey Frith (EUCIS LLL); Luís
Marques (Rede Lwg@pt); Pedro Grilo (CML)
Rapporteur: Maria José Sousa
A) PARTNERSHIPS
Rethinking education: the need to work in partnerships / Lifelong Learning
Audrey Frith began her intervention exploring the definition and the different types of
partnerships, why people need to work in partnerships and what’s behind the partner-
ships.
We can find different kinds of partnerships: in the organizations; civil and European plat-
forms; higher education; and Students organizations.
Partnerships allow the transference of innovation on national and European ground and
ICT enables the access and share of information, but there is a lot yet to be done – we
should have in mind that education and training can be the answers for the crises.
Audrey presented some case studies about partnerships:
• EUCIS-LLL: partnering across sectors
The members of Eucis-LLL should change their practises together and promote de-
bate, create task forces to discuss new ideas/projects and to disseminate infor-
mation.
We should keep in mind the success factors of the partnerships:
Common purpose
Leadership and clear roles
Constructive behaviour
Coordenation and communication
Planning and evolution
These guidelines should be constant and the evaluation is very important. The Euro-
pean Commission has no power on national grounds – Governments themselves
need to implement these guidelines.
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LLL-Hub: transferring this practice at national level
Partnerships between the EU and civil society at EU level with consultation practices
(i.e. Forum). This partnership propose the creation of national stakeholders' Forums
and the creation of conditions to move forward and implement a genuine partner-
ship approach.
There is little knowledge ET 2020 and a lack of consultation mechanisms. However
there are already LLL-Hubs in BE, FR, ES, NL, PT, TK, BU e PL.
It is necessary to look to priorities and to define strategies. This project is a tool to
create new partnerships and to define what will be the future.
Erasmus: transnational partnerships
The Erasmus transnational partnerships has two key: the key 1 – individual’s mobility in
learning and cooperation to innovation and sharing; and the key 2 - strategic partner-
ships: partnerships between E&T’s companies and institutions and international part-
nerships and partnerships among EU countries and even third countries. Learning by
pairs, joint projects, and regional cooperation.
Different types of partnerships can be created across policy areas (youth, social, LLL…),
across levels of governance (EU, Nat, local…), between education and training subsec-
tors, between actors (public, private) and so many others aspects.
B) NETWORKS AND PARTNERSHIPS
In his intervention Cláudio Dondi presented us the networks objectives, features, prob-
lems and solutions. He is a strong believer in networks and partnerships.
There is a connection between networks and projects: The network can generate be-
tween individual and organizations; it can helps the projects to be finished, not always
successfully, but they are available inside of the network and it the network can also
create critical mass, that is very important to shape the future.
Political leaders have an important role, organizing and recognizing the importance of
networks, this is a critical point which is not achieved yet.
Networks are starting to be reliable because of their increasing number and due to the
products that are created in them. Another important factor of networks is that they
need to be independent and strong, to reach EU.
Some issues that emerge from networks:
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- Contests within the network for projects creation and the access of the same
funds/financing.
- The internal procedures of network’s running, which are not always consistent.
- The networks on national level, are many times federations, although some of
them created on EU ground, normally presenting a weak structure.
- There isn’t a national policy, regarding to network’s creation.
C) EUROPEAN STRATEGY NA CML
Pedro Grilo brought us the link among European strategy 2020 and the Lisbon Munici-
pality Projects. He emphasized that the structural funds are a framework to support the
programs that are being developed by the city-council of Lisbon.
The city-council’s decision of anticipating the 2012 strategy, had the goal of integrate
the cities-councils with the European decision. Were identified elements which allowed
the promotion of synergies among the partners and it was requested to them an active
contribution.
The operational programs were subject to negotiation with the EU and approved within
a few months. It was conceived electrical projects directed to the environment sustain-
ability.
The Lisbon municipality applied the EU innovation tools and at the same time, tried to
create a consensus between the different political forces; representations of Higher Ed-
ucation institutions; business associations; personalities in world of culture and society
in general.
The main priorities are investing in competences and skills and the integration of pro-
grams to increase employment and to bring more people to the city, with the aim of
improving their quality of life.
Several tasks were developed in the process:
1- Lisbon, Learning and Research City - structural project: Lisbon, Erasmus;
European Institute of Innovation and Technology (EIT)
2- Search/Learn/and do - majority of the universities are involved in this project
and companies are working with the universities.
3- Conciliation of projects - articulate the national with the European level and
involve the partners to a joint work.
D) NETWORKS AND PARTNERSHIPS
Patrick Belpaire the ETDF (European Training and Development Federation) President
began his intervention saying that learning will become the most important issue in the
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future and a network can potentiate the learning process. He says that a network is a
place where projects can start, be developed and extend the life of the products created.
There are around 80 learning networks in Europa. It was important to have less networks
and that those networks could share and integrate ideas.
What is EU 2020? There are 4 words that we must bear in mind: SMART – Learn society;
Sustainable (Renovate); Inclusive (all people must be a part of it); and well governed (we
don’t spend in the best way).
The networks should be also based on this words and we should avoid to make complex
networks – the purpose should be to make it easier.
E) EDEN NETWORK
António Teixeira open his presentation with the main goals of the EDEN Network, it di-
versity and also the importance of open Education.
EDEN is a large network about ICT learning/ eLearning. Nowadays there is a diversity of
networks that integrate researchers and companies – we are in the knowledge versus
learning society (knowledge management/ versus learning society), but we could, per-
haps, designate ourselves by the network society – says Professor António Teixeira.
It is important to open education – this is a challenge for society.
Some networks are not effective, it is needed an articulation between their members,
but networks are environments where research projects and other kind of projects can
be developed.
Networks are supported by institutions and should disseminate the information in a fluid
way. They can support individuals and communities and be conveyed through a plat-
form.
Europa is seen as a quality standard – a world Hub, but it is important to introduce di-
versity inside and outside Europe.
F) PARTNERSHIPS IN EUROPE
The main goal of Maja Pivec presentation was the partnerships for projects, funding and
cultural issues in partnerships.
According to Maja networks are a very important organization to put projects and they
are influenced by people’s priorities (people who are part of the network). It is important
to create communities of practice which could use the results of persons who share the
same interests and objectives.
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In 2002 began the first project about games in university. The project was growing and
it was created a special area about games. There were made workshops to teachers
and summer school to create opportunities to professional careers.
The partnership Great is important and we will see how to apply this project to adults
training.
A main goal of partnerships is the possibility to raise funds, but we have many chal-
lenges, dependents on the cultures, environments. However collaboration is important
and the good practices pass from one culture to another.
We have focus on bringing people together from different industries and universities
and also bringing people to summer school. Creating spaces to different sectors and to
create competences for younger generations.
G) PT LEARNING WORKING GROUP - THE NETWORK IN PER-
SPECTIVE
Luis Marques introduces the PT Learning Working Group to the audience, its features
and network members. The network involves a diversity of members: companies; pub-
lic administration; and universities.
The main goal was to create bridges and to connect the experience of the different
members trying to develop joint activities.
H) NETWORKS AND PARTNERSHIPS RESEARCH
Ana Passos presented the academicals vision about partnerships and networks with the
goal to explore the importance of the research at national and European level.
Networks and partnerships are very important themes to research she said and it´s im-
portant the realization of Investigation on national and European level. We need to re-
search how the networks are structured and organized and how they can grow. Another
important issue is the need of existing networks to adapt and be productive.
Recommendations and Conclusions
Fragilities of Networks:
The network sometimes works for itself and not for the society.
Sometimes the network hasn’t a role to fulfil anymore.
Networks and partnerships are the solution to the future, but it is important to set ob-
jectives and its structure.
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2. GAMES IN LEARNING; GAME BASED LEARNING; SERIOUS
GAMES; GAMING - FINDINGS AND APPRECIATIONS FROM
RECENT RESEARCHES
Speakers: Maja Pivec (FJH) Panagiotis Petridis (SGI); Leonel Morgado (UTAD); Vaz
de Carvalho (ISP); Paul Pivec (Pivec Labs)
Rapporteur: Maria José Sousa
A) SERIOUS GAMES/USERS NEEDS RESEARCH RESULTS
Maja Pivec presented the main results from a research about serious games. The main
figures are:
• 542 responses from 34 countries - Europe, America, Asia, Africa and Australia
• 76,6% respondents were teachers/trainers GBL is a relevant method for
learning
• 26,2% (111) of private Training Organization are using in 79,7% (153) serious /
educational games: for communication in foreign languages and for the learning
to learn competence.
She also presented the GBL Methodology used that includes: conflict management and
resolutions; social and cultural sensitivity; ethical competences; interdisciplinary and
cross generation learning; sustainable behaviour; learning alone and in groups; and
learning from experts and with peers.
Maja pointed out the expert focus group main conclusions:
- Company needs one stop shopping – do everything in one place (depends also
on the role of the trainer and teachers)
- GBL seems to offer more advantages than disadvantages and can be very
successful if used in an educational framework
- Cooperation between all the actors involved in the process enables to stress the
value of GBL and place it in the framework of a complete training package
- Games need to be culturally adaptable to different countries, different age,
technology, and need to be easily accessible
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Simulations for Professional Training
Design and development of Real-time-3D-Simulation environment, using real world
interfaces, for the training and up skilling.
Example: Fronius Virtual Welding – Virtual training environment for the training of
welders
Contact: DI Jochen Martin
Professional Training for Sport Trainers
A Digital Sports Game for supporting sports / fitness coaches to develop good
coaching principles and strategies for physical conditioning and team training
Serious Sports Game: Reflective Learning, Trial and Error, Critical Thinking & Evi-
dence Based Evaluation
http://www.serious-sports.org/pilot/
Contact: http://www.serious-sports.org/
http://www.youtube.com/serioussportsproject
Project Management for Entrepreneurs
E-Learning and GBL training of Leadership and Time Management competences,
using GREAT training material http://www.projectgreat.eu/
Games used: Dina Dash; Tiny Tower; Sims free play; Carcasone
Contact: Prof. DI Dr. Maja Pivec
Game Based Learning & Serious Game Design
Design and development of serious games, that are focused on learning and good
game-play.
Usage of game mechanics (gamification) to increase motivation and participation in
learning activities.
Contact: Prof. Dr. Maja Pivec - [email protected]
Finally Maja presented the GBL main strengths:
• Students live online in virtual spaces
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• Increased tool kit diversity for teaching, linked with motivation => engaged and
self-reflective students
• Open environment for learning
• Richer learning experience
• Memorising, behavioural patterns, self-esteem
• Contextual learning
• Linking theory and practice
• Instantaneous feedback
• Stimulate pro-active behaviour and participation
…and also the GBL barriers for usage:
• Complexity of activities
• Duration time of game-based activities
• Meeting the learning objectives
• Language of the resources
• Competences of the learners/trainers
• Technical equipment needed/available
• Access to the resources
• Costs
B) SERIOUS GAMES
Panagiotis from Serious Games Institute brought us the experience of this institute and
the examples of Serious Games for Health and Serious Games for Eductaion.
C) DESIGNING GAMES
Paul Pivec as a games designer begun his presentation saying that creating games is a
very interesting experience.
The aspects that must be considered when creating a game are:
• Visual Searching
• Divided Attention
• Decision Processing
• Fine Motor Skills
• Teamwork
Movement based games teach….
• Visual Searching
• Pattern Matching
• Decision Processing
• Peripheral Vision Processing
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D) NEW WAYS OF LEARNING AND TEACHING
According to Leonel Morgado games changed the process and the way we learn. He
presented a European Project developed by UTAD with the goal to put people playing
and creating puzzles.
One of the games was about the chart of rights for citizen – it integrates several simula-
tions with children in working situations, the idea was to teach and learn the chart of
rights for citizen. The game can be used in the classroom or at distance – virtually, just
because the main idea is to change the learning process.
Comments and Suggestions from the Audience
What are the benefits from partnerships?
How can we create a successful partnership?
Conclusions and Recommendations
The main conclusions of this session are that we need to find new processes of teaching
and learning.
Maja main message was “teaching outside the box” - teachers / trainers need compe-
tences to integrate digital games into the teaching. They need to familiarise themselves
with the game-based methods and the games themselves.
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3. ICT FOR LEARNING IN THE EU 2020: FINDINGS AND APPRE-
CIATIONS FROM RECENT RESEARCHES
Speakers: Claudio Dondi (Scienter); Jane Hart (C4LPT.co.uk); António Teixeira
(EDEN); António Bob Santos
Rapporteur: Maria José Sousa
A) ILT FOR LEARNING IN THE EU
Claudio Dondi present us the main expectations from technology in learning:
1. Ubiquitous access
2. Inclusion
3. Equality
4. Efficiency
5. Innovation
6. Creativity
7. Transparency
8. Quality
9. Motivation
10. Excitement
11. Personalization
12. Collaboration
In order to rethinking education we must have in mind a reference to quality, and a focus
on sharing data. The main goal is open up education and open education resources and
create policies for ILT (Information and Learning Technologies).
Whatever we achieve at this time, did we improve collaboration and inclusion? And are
we adopting technology to be more transparent.
The policies are managed by people who are not very familiar with technology and the
European commission must introduce tools to develop projects with different sizes and
approaches – we need consistency and innovation.
The existing norms and quality aspects are often ignored or marginalized and we have
the still existing credibility issue.
We need to stop and think what we have reached promoting professionalization of the
staff, engaging participation and the integration informal learning – as main obstacle we
have the discontinuous policy input at national levels.
B) MOOCS METHODOLOGY
António Teixeira sys that the methodology of MOOCS may not be the most appropriate
because it usually has been focused on lessons from recognized teachers based on video
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lessons. We think that is a kind of maximum valorization of the teacher, as the only key
to learning.
However The MOOCS have a great social impact. When we think of MOOCS we are talk-
ing about the traditional method of learning that is transferred to the online environ-
ment.
The leadership has to create a path of continuous change. Innovation is an investment,
and if we do not develop an innovative culture, we cannot be too innovative.
C) WHEN WE TALKING ABOUT LEARNING TOOLS, WHAT DO WE
MEAN?
For Jane Hart it is important to create a list of learning tools. Does twitter can present
itself as a learning tool?
The issue focuses on observing how we use these new tools in the learning context,
taking into account innovation and creativity.
Indeed, people use a plurality of web 2.0 tools as learning tools. But how do we use
them? The future is to find new tools, and the challenge is to know how to integrate
them into the classroom.
If we cannot use technological tools, we cannot unlock the complex of what kind of
tools can be used.
We have to raise the consciousness among teachers and students, and prepare them
constantly, because there is no Framework, but is a continuous work.
D) WHAT IS THE POINT OF VIEW TO IMPROVE EDUCATION AND
LEARNING?
António Bob Santos initiate is presentation saying that the future of educational policies
is difficult to define, but if we look at the Lisbon strategy, we observe that there is an
effort and an orientation to the common vision of educational policies with respect to:
innovation, information technologies and communication, as well as their own educa-
tional policies.
For example, the egovernment can see the attempt and effort to implement these pri-
orities, corroborating what was also commented by Claudio Dondi.
Innovative policies for open government thus focuses on creating innovative infor-
mation circles.
If we consider that presently individuals have achieved higher education levels resulting
educational policies that have been made. We need to see and examine what policies
best address the current realities of each country.
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The challenge for the future is to understand:
How can we find new methodologies for defining educational policies? The open inno-
vation can be an answer.
Comments and Suggestions from the Audience
We cannot forget our influence and responsibility to contribute and participate in ed-
ucational policies, and we need to strengthen the social networks work (Networking).
How technology can be a tool for the implementation of information and communi-
cation technologies in education?
Conclusions and Recommendations
The main conclusions of this session are the importance of motivation of teachers and
the importance of the influence on educational policies.
Self-training initiative for teachers is a process that need to be promoted and rewarded,
in order to change the traditional processes of teaching and learning.
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1. THE MOOC EXPERIENCE : THE BRIGHT AND THE DARK SIDES
Speaker: António Teixeira - EDEN President
Rapporteur: António Pesqueira, AstraZeneca, Portugal
Framework
A major objective of this session was the perception of the reasons why the MOOC had
such a great success and rapid, worldwide, having had an impact beyond the medium
itself. This offer was characterized as being disruptive, changing our practice in relation
to teaching.
Europeans are dominating the market demand MOOCs, but currently do not have any
offer itself, due to successive disjointed responses over the last few years by major Eu-
ropean universities.
The MOOC concept was born in 2008 in Canada, was soon seen as a movement of scale,
massive knowledge building communities and a strong ability to create knowledge and
social collectivism.
But between 2008 and 2010 there were no major breakthroughs or impact this type of
offer. But starting in 2010 the increasing need MOOCs emerge as for a growing audience
that perception ease of access to education of prestige. Being a concept of online edu-
cation at this stage several academic institutions, bodies and organizations want to be
actively involved in the whole process of evolution, where the importance of the pres-
ence of North American institutions is increasingly growing.
In the European case, we witnesses to a constant danger of brain drain and discredit the
entire European university system, that is currently one of the points of discussion by
the European Union.
Given the assumptions set out above, we are faced with the following paradigm: it may
be possible to redesign the MOOC by Europe to fight against the present U.S. hegem-
ony?
The Open University has decided to join the various European institutions of high pres-
tige, to found a joint project of MOOC, in the case of the first pan-European initiative to
MOOCs, with financial support from the European Commission. The Open University has
developed a pedagogical specificity to MOOC, becoming in this way the first university
in the world to take this step.
The MOOCs offered by the Open University are grounded on four pillars; student-cen-
tered learning, flexibility, interaction and digital inclusion.
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In this pilot project participated in 1000 person, where he highlighted the importance of
quality teaching.
The investment in technology around the platform is not essential, having the European
level, a different teaching context, reigning models MOOC adapted to culture.
Comments and Suggestions from the Audience
What are the benefits on offer of MOOC for the Open University Portugal?
Reasons for the lack of a European level further joint efforts?
Simplicity in not mandatory for carrying out the registration?
Strong demotivation by users in MOOC from organizations that give no guidance nor
follow up where the monitoring is essential to the student.
How can a MOOC be turned into business?
The technology platforms MOOC not highly expensive.
Working together in discussion forums.
Why not resort to groups in person or group of friends who attend the same courses?
Importance in understanding the percentage of Portuguese adherence to MOOC and
distance learning.
The importance of learning in comfort and convenience.
The platform may be offering social sciences?
Possible platform for long-term employment?
There is involvement of Portuguese SMEs?
What is the average size of the companies that are involved?
Confidentiality of training content made available by the companies.
Conclusions and Recommendations
The great advantage of these platforms lies in getting easy to scale innovation in aca-
demic offer, also leveraging a strong reputation of educational institutions and creating
new online business around education and employability. Noteworthy is the case of
edx.org that through the offering MOOC is now considered a global university with ed-
ucational content from leading universities worldwide (e.g. Harvard and MIT).
The discussion around the experiences MOOC , have characteristic point as the growing
importance of united states offer, where teaching models and platform are closed or
semi - open, residing in this respect a strong opportunity for the European offer betting
on pedagogical quality .
We recommend a combination of an effective independent learning with a strong social
dimension, articulating tremendous flexibility for students in distance education.
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Some universities are adopting MOOC platforms and similar offers in some way but
closed to certain groups, to support the awareness of local teachers and try to increase
the institution's reputation worldwide. A vision advisable to be adopted is the availabil-
ity of study areas involved in social and humanitarian issues in order to be recovered
from the culture of the European Union and increased inter-social connections in the
European context. The question about the success or fallibility of MOOC in higher edu-
cation , have as main objective the need for students of the future seek more knowledge
and learning autonomously at the expense of traditional academic solutions , being
graded solutions of obligation and of little acceptance by the academic communities.
Bibliography
Case Studies of openness in the language classroom, por Ana Beven, Anna Cmmas-Quinn
e Barbara Swahill, da Research Publishing, 2013
Leading the learning revolution, por Jeff Cobb, Amacom, 2013
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2. ACADEMY CUBE INITIATIVE
Speaker: Liliana Gonçalves - SAP and Academy Cube
Rapporteur: António Pesqueira, AstraZeneca, Portugal
Framework
Currently there are 92,000 unemployed on ICT - information technology in Portugal. This
platform questions what companies need in terms of jobs and the application returns to
the main Portuguese universities.
In this project the differentiation is crucial, where the pre -selection also becomes critical
to success.
Through an initial pre - qualification of candidates available, it is placed after a training
offer provided by companies to which applicants may proceed with the validation of
knowledge and transmit companies developments towards the recruitment process.
The main characteristics are based on: placing online learning; pre-selection; training
partners, privacy of content.
Only the training content is paid, there is also a possibility to offer gaming skills assess-
ment.
Comments and Suggestions from the Audience
Companies increasingly need to fill gaps in technical skills without any resources avail-
able that are able to respond to those needs.
So that companies can form an adequate and that can fill the vacancy that cannot find
qualified resources, the provision of specific training for the role in question is a point
of success and value to the project.
Conclusions and Recommendations
In the Academy Cube lies the uncertainty of support from the government in the solu-
tion found by SAP and partners and clarification before the European university com-
munities.
As an initiative to combat unemployment and retraining of the workforce young Portu-
guese, is expected to be a solution in the short / medium term of great social and eco-
nomic viability.
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3. NATURAL USER INTERFACES
Speaker: Antão Almada – Ydreams
Rapporteur: Rui Silva, RHMais
Framework
The session was based primarily on the presentation by the speaker, videos of the latest
natural interfaces with application to the context of training and direct application of
the relevant business areas in the Portuguese economic industry. The presentation ad-
dressed how these interfaces provide a role for expanding the information available
about the everyday reality [augmented reality].
The speaker structured its presentation based on a set of exploratory videos on the tech-
nological characteristics and practical implementation of interactive technological solu-
tions to facilitate the understanding and grasp of reality by users. During the session
clarified the evolving nature of these interfaces and their connection was made with the
concept of augmented reality.
Comments and Suggestions from the Audience
Audience participation focus on practical aspects linked to issues of programming, ex-
isting applications and new developments of interactive applications, and other as-
pects like ethical relation to existing interfaces.
Conclusions and Recommendations
The objectives of the session were achieved that was given an overview of natural inter-
faces existing or in development, and explained their practical application in business
development and human skills in different areas, such as medicine, architecture, engi-
neering and hospitality.
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4. SAPO CAMPUS: RETHINKING EDUCATIONAL TECHNOLOGIES
IN LEARNING CONTEXTS
Speaker: Carlos Santos | Luís Pedro - Universidade de Aveiro
Rapporteur: Marta Sampaio, Unixira
Framework
The presentation approached and discussed how the school can innovate regarding the
adoption of techniques more suited to the needs of the current educational context.
Through a PowerPoint presentation and a very practical component of concrete exam-
ples the audience was led to think about this issue and realize the importance of Web
platforms as a path for communication and sharing of knowledge between peers, be-
tween teacher and student and between school and society
Comments and Suggestions from the Audience
The audience demonstrate some doubts about the contents that the users can put in
the platform SapoCampus, because they are free of rules, and if the school and
teachers had placed obstacles to that. To this questions the researchers told that
they never had problems with it and that the schools never addressed that question
Conclusions and Recommendations
The fact of having a demonstration of SapoCampus platform helped to understand what
it was and how it works.
Principal ideas to retain:
- Kids' Cognition Is Changing—Education Will Have to Change With It;
- School needs to improve new skills in the students using innovation in their processes
to do that;
- Web 2.0 platforms can be an important help leading to better relations between stu-
dents and teachers, between students and between students and the surrounding envi-
ronment.
Site
http://campus.sapo.pt/
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Bibliography:
http://www.theatlantic.com/technology/archive/2012/02/kids-cognition-ischanging-
education-will-have-to-change-with-it/Elon University and the Pew Internet and Ameri-
can Life Project
Notley, Tanya M. (2008) Online Network Use in Schools: Social and Educational Oppor-tunities. Youth Studies Australia 27(3):pp. 20-29.Available on: http://eprints.qut.edu.au/14997/1/14997.pdf
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5. CIBERESCOLA DA LÍNGUA PORTUGUESA
Speaker: Ana Sousa Martins – Ciberdúvidas
Rapporteur: Marta Sampaio
Framework
Today we have “always on” kids that perform multiple tasks at same time and use
crowdsourcing to solve problems, using for that informal sources like social networks,
which require huge online search capabilities and capacities to synthesize and to with-
draw the essential information without scattering.
Is school prepared and adapted to answer to the XXI century skills? How to answer to
this challenge?
Platforms Web 2.0, like SapoCampus, can help to transfer informal interaction for school
context with great results in students and teachers motivation.
Comments and Suggestions from the Audience
The presentation was very dynamic, with the audience feeling comfortable to
make interventions during the session.
It was asked if the prevalence of cognitive competencies over the emotional
won`t be dangerous from the standpoint of social relations and Emotional Intelli-
gence. Referring the speakers that the idea of the web 2.0 platforms is to help to
overcome that deficit in nowadays schools giving greater emphasis to the inter-
action and communication, through the side of social networking.
There were also doubts in the audience about the contents that the users can
put in the platform SapoCampus, because they are free of rules, and if the school
and teachers had placed obstacles to that. To this questions the researchers told
that they never had problems with it and that the schools never addressed that
question
Conclusions and Recommendations
It would be interesting to try to apply this type of platforms to adult education.
There was a suggestion in the audience in order to plan these kind of platforms for com-
panies in order to help to manage teams and human resources, creating informal rou-
tines and a place to put contents and to share ideas and suggestions.
The objective of the presentations was completely achieved, the audience was very in-
terested during it and there was a lot of dynamic.
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Site:
http://www.ciberescola.com/
Bibliography
Knowlton, Dave D.& Knowlton, Heather.(2001) "The Context and Content of Online Dis-
cussions: Making Cyber-Discussions Viable for the Secondary School Curriculum", Pub-
lished by: Dwight Schar College of Education, Ashland University, Vol. 29, No. 4 (Summer
2001), pp. 38-52 . Available on: http://www.jstor.org/stable/41064440
Reeves, T.C., Herrington, J. and Oliver, R. (2002) Authentic activities and online learning.
In: HERDSA 2002 Quality Conversations, 7 - 10 July 2002, Perth, Western Australia. Avail-
able on: http://researchrepository.murdoch.edu.au/id/eprint/7034
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6. TECHNOLOGY ENHANCED LEARNING; WHERE ARE WE HEAD-
ING TO?
Speaker: Patrick Belpaire - European Training and Development Federation
Rapporteur: Lucília Amorim
Framework
To frame the theme to be developed “Evolution of Technology Enhance Learning” (TEL),
Belpaire began by citing the following sentence “Learning is what most adults will be
doing in 21th century” (Perelman, 1992). This slogan suits perfectly to the necessity that
more and more people have of updating their individual competences, owing to the
constant changes that occur on nowadays society. According to this point of view, learn-
ing is one way that leads to change and education/training is one of many ways.
Continuing this idea, it’s important to refer that evolution and technology convergence
have made appear new services, new technologies and new ways of using them to ed-
ucational purposes. The integration of this new e-learning culture justifies by the alter-
ations that have been happening on hardware grounds, on the management of web
contents, and on the different kinds of applications we have been seeing appearing on
the market throughout the years.
The development of web 2.0 tools were extremely important to the dissemination of e-
learning, because besides supporting this new sort of learning, it has made it easier to
create social networks and learning communities.
This new way of communicate is being more and more used by schools, companies or
even people on their own, that need new ways of interaction ( personal, educational
and professional) , an any time and in any place, and new ways of training and learning
( leaning through disperse contents and e-learning).
E-learning is a current practice and it has increasingly more acceptation, due to the
changing place of working and learning. This kind of e-learning, uses Internet as a mean
to obtain information and the flipped-classroom concept enables us to do it.
Teacher education as a key factor
On his exhibition, Belpaire has showed is kindness with the Flipped-classroom concept
and its application in a classroom. This concept involves a “pattern of education in which
it is transferred all the learning priority to the student” (Bergmann and Sam, 2012) and
reverses the traditional teaching methods.
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According to this point of view, the teacher has a crucial role on the education of his
students, since with his attitude and innovative pedagogical vision, he can promote the
collaboration and sharing of contents between the students, allowing them to watch
the videos at home and to solve their own problems, put questions and to get feedback
from their teachers in a classroom context (Gannod, 2007).
The importance of the learning environment
The learning environment is very important to the assimilation process and to achieve
good results. The introduction of the image (photos, videos, sounds) in the world of
business causes impact and learning is all about impact provoked.
For instance, Belpaire has referred the Germany case and the fact of being so economi-
cally well-succeeded because it is ruled by “doing and learning”, in other words, alt-
hough it has no learning objectives, it has the ability of discovering, understand and pre-
sent solutions, based on the practice “learning doing”.
In this way, to be updated in this technological era, it is necessary to embrace a culture
of competence, whether it is on an individual ground, or on an organization ground.
Identification of main moments
- The importance of individual competence culture and the organization in a constant
changing world. The Germany success due to the “doing and learning”.
- The teaching environment and the innovative vision of the teacher are fundamental
in students learning.
- Learning focus on the student.
- The introduction of the image in business world causes impact.
- It is fundamental that the business aims are oriented towards the results.
- Should we use Ipads?
- The matter is to know how to use them and how long. The most important is that
the learning would be made through discovery.
Comments and Suggestions from the Audience
To prepare the children or the
adults regarding to I Pad use?
Both. Children need guidance and
learning from the teachers example.
Are we using the appropriate teach-
ing method to each context?
The important is that the children
learn something and realize the
huge range of possibilities.
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What is the role of the teacher on
the development of children techno-
logical competence?
The good education of the teacher
and his attitude and excitement is
crucial for the children’s education.
Conclusions and Recommendations
By the content extracted of this session it can be concluded, that learning is really what
the majority of people are doing to face the constant changes which are occurring in
nowadays society. There is growing need of accompanying these alterations which have
been appearing, on hardware ground, on the management of web contents and on the
different kinds of Internet applications, through knowledge research and through the
updating of the individuals and personal competences.
It can also be found that the development of 2.0 web tools has enhanced the diffusion
of e-learning in educational and business institutions or even people on their own,
providing different ways of interaction (personal, educational and professional) and new
ways of learning ( scattered contents and e-learning).
Regarding to the education provided by the teachers, Belpaire defend and recommends
the application of Flipped-classroom in a classroom context. The ideal would be to re-
vert the traditional teaching methods and to get closer of the educational pattern in
which it is given priority to the student learning, having in mind their particularities,
specificities, sorts of interaction and communication.
Bibliography
Bergmann, J. and Sams. A. (2012). What Is the Flipped Class? Retrieved september, 2013,
from http://flipped-learning.com/?p=1073.
Gannod, G. C. (2007). WIP - Using Podcasting in a Inverted Classroom. 37º ASEE/IEE Fron-
tiers in Education Conference - T1A. Milwaukee, WI.
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7. THE SOCIAL LEARNING REVOLUTION
Speakers: Jane Hart - C4LPT.co.uk | Sara Brito - Global Estratégias
Rapporteur: Lucília Amorim
Framework
Jane Hart has directed her presentation based on the change its occurring in the work-
place, this means, supported by her personal and professional experience accomplished
throughout six years, she shows how workers, on this knowledge era, are taking ad-
vantage of a range of new online social tools to work and learn.
Supported by the study “Top 100 Tools for Learning 2012”, the speaker has therefore
presented the 10 most used tools on the personal and professional learning processes,
namely, Twitter, YouTube, Google Docs / Drive, Google Search, WordPress, Dropbox,
Skype, PowerPoint, Facebook and Wikipedia. Twitter is the largest tool used for learning
purposes and allows having relevant discussions and learning with each other, even if
we don’t realize of it.
The analysis made by Hart to web statistics tools suggest that, while education is sup-
porter of social technologies, the business sector has still a long way to go.
The importance of social tools
The emerging of web has changed abruptly the way how people use Internet and inter-
act with each other, with the information and the knowledge. For those who have a web
activity learning will never be the same. It is necessary to have an attitude of constant
resource, organization and autonomy in “doing and learning” and “learning doing”
sense, since they have access to several opportunities for opener educational experi-
ences.
According to Hart, the use of social tools has different aims according to each purpose.
The new entrepreneur tools create opportunities to groups and teams, this is, provide
to the teams the opportunity of sharing information between them. On the other hand
they individually search new learning, share what they have found, find solutions for
performance issues, measure the success and learning, create and know.
Modern approach to social tools
In a modern approach social tools are being used for social integration (activities of so-
cial and cooperative learning) and for knowledge support (online social workshops and
contents support), this is, the learning made in the workplace, through sharing of
knowledge and formal and informal experiences is being more and more encouraged
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and supported. In this process, the only step that should need supervise is the perfor-
mance and improvement change.
Has already said Hart, many persons and teams are breaking free from their learning
platforms and are already self-sufficient. They are guiding their own learning and fixing
their own performance problems, by choosing their own tools and services in order to
make the process easier. The new gold is to help peoples learning and to support per-
sonal knowledge.
Identification of main moments
Most used tools on the personal and professional learning process in 2012: Twitter,
YouTube, Google Docs / Drive, Google Search, WordPress, Dropbox, Skype, PowerPoint,
Facebook e Wikipedia.
The use of social tools is important to be updated, find solutions for their own perfor-
mance troubles, sharing and collaborating, opener educational experiences, measuring
the success, learning, creating e knowing.
Accidental update might help to the most suitable learning.
On a modern approach social tools are being used for social integration and knowledge
support.
Many people are breaking free from their learning platforms and are self-sufficient.
Comments and Suggestions from the Audience
Type of Intervention Answers
What do you suggest it should be done?
You can start making the manage-
ment of your training time.
Don’t online and casual training may
cause a reverse effect?
The important is to learn something
in the workplace. You have to focus
on the practice, because otherwise,
you won’t be able do nothing.
Conclusions and Recommendations
To conclude and before Harts exposition, it can be said that what is happening is a fun-
damental change in the learning way and in the organizations working. The Work Learn-
ing Revolution means that, nowadays, workers may have access to social tools to serve
as learning, performance and your team productivity support, this means, there is en-
couragement to knowledge share and formal and informal experiences, aiming social
integration and knowledge support.
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As Hart refers, learning in the workplace has underlying “Learning doing” and “Doing
learning”, this means, and the presentation of solutions for practical and performance
problems, which they are facing with.
Many people and teams are breaking free from their learning platforms and are already
self-sufficient regarding to their own learning guidance and solving their own perfor-
mance issues. The new objective is to help peoples learning and to support personal
knowledge.
However, for those who have a web activity, learning will never be the same, since it is
an open education to several opportunities, where constant search, the necessity of au-
tonomy and the work organization predominates.
Webgrafia
http://www.c4lpt.co.uk/blog/
http://c4lpt.co.uk/
http://www.slideshare.net/dvg2011/jhart-social-media-in-workplace-learning
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8. LINKEDIN NO STOP
Speakers: Pedro Caramez - LinkedIn Speaker, Trainer and Consultant
Rapporteur: Anícia Trindade – Agency for Administrative Modernization, Public
Institute (AMA.IP)
Framework
LinkedIn No Stop - a Contacts Game show how users could create visibility and position
on LinkedIn and how users could create a relevant profile to self-promotion and busi-
ness.
LinkedIn can be a powerful tool, when we explore it in a creative way. We believe that
this social web network could improve and enhance people skills.
Creative profiles for an impressive impact
When we talk about creative profiles in LinkedIn what are we really talking about? We
mean, an appealing profile that could appear on the top of the LinkedIn searches and
how to develop a powerful network of contacts to gain an broader reach and visibility
prospecting of key contacts, creating an effective acting plan using the right tools of
LinkedIn.
The speaker starts to ask the audience if they have an account on linked in, and then
start to introduce what is LinkedIn, and its main features. The audience was motivated
to learn how to enhance their profile as a powerful tool of contacts.
The LinkedIn profile must be created keeping in mind if you want to submit your curric-
ulum considering a functional resume.
The main question is how to create a profile that enables LinkedIn promote individual
trigger business opportunities, career, and knowledge?
Although in this session LinkedIn have been presented more towards employability ,
several authors since 2009 have seen this social tool able to carry out B2B (Butow and
Taylor (2009 ), Schaffer (2013 ) ) , and may also be used as a tools for startups (Breit-
barth, 2011) .
Why should optimize your LinkedIn?
As a tool for employability, LinkedIn profile must be constructed so as to be able to do
your personal marketing without being in front of the potential employer or partner,
with an objective and credible experiences and achievements. The LinkedIn profile must
be constructed so that the market perceives the advantages and opportunities require
your services.
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The LinkedIn should also illustrate your skills as results. Instead of noting that you are
trainer in the company “xyz”, you should describe which results you achieve in this year,
or month related to the training of the employees of that company. You could empha-
size how the result was achieved, in a face to face meeting with potential partner or
collaborator.
The LinkedIn profile can be chronological or functional, depending on if you have signif-
icant professional experience, or if you are starting your career. If you have significant
professional experience, you can choose to build a chronological LinkedIn profile, oth-
erwise, make a functional LinkedIn profile.
When you are building your LinkedIn, as a personal marketing tool, you should optimize
it, and have in consideration the main aspects: the presentation of your image. Your
profile picture should also illustrate formality. In optimizing your LinkedIn, you should
also take into account if it is updated, if it contains questionable information.
The key words to be inserted in LinkedIn, must be related to your business area, with its
specialties to facilitate the search for those who are looking for a person like you (can-
didates, partners, investors, etc.. In 2013, the research probed the 10 billion searches.
However, when the user profile is not complete or is not updated, or is careless, the
result will appear on the last position. Indeed, when researching a particular word, there
are people that come in the first place on the search. If the words that the user is search-
ing are in your profile, your profile will appear on the first pages. For your name appears
in the first pages, you must have your profile complete:
1. Indicates the current activity;
2. Two previous activities;
3. Have at least more than 50 contacts;
4. Photography updated;
5. The sector of activity;
6. Industry and location;
7. Described at least 5 skills.
This is the basic requirements to build a complete profile on LinkedIn. So when a po-
tential employer or partner searches for something, the first results that come up are
complete profiles. If your profile is complete, you will appear on the first pages of the
search.
To make sure that your profile appears on the first results, you should put the key-
words of your expertise in some fields on LinkedIn:
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- Enter the keyword in the title professional (one should avoid placing too gen-
eral or abstract words);
- Be profiled in multiple languages (in order to cover different markets).
Comments and suggestions from the audience
We have three intervention of the audience. The first question was: Why should I cre-
ate a LinkedIn profile?
The second question was: Could LinkedIn prejudice my professional prestige or repu-
tation?
Could we use LinkedIn as a management tool of human resources?
Conclusions and Recommendations
LinkedIn could be a powerful tool for employability, but if you use it at the wrong way,
you might miss the opportunities of connect and knowing people all over the world.
Make sure that your LinkedIn profile is complete, and describe your skills based on the
market needs.
In fact, we have to be aware of the main reasons to invest and create an appealing,
attractive and interesting LinkedIn profile.
For the future, we think that LinkedIn could be explored as a learning web tool, in many
areas, such as: Business, healthcare, social sciences, etc. For example, in the business
area, teachers could create real activities for the students, creating real business envi-
ronments, focusing for example on the following topics: how to develop and create busi-
ness network; how to appeal your business on the web 2.0.; developing your curricula:
how to create an amazing profile on LinkedIn.
Advice: If you want to be known, make sure that is not for the wrong reasons.
Bibliography
Breitbarth, Wayne (2011).The Power Formula For Linkedin Success: kick-start your Busi-
ness, Brand, and Job Search. Austin, Texas: Greenleaf Book Group Press. Available on:
http://books.google.pt/books?id=rI6PkyDtnNwC&lpg=PP1&dq=linkedin&hl=pt-
PT&pg=PP1#v=onepage&q=linkedin&f=false
Elad, Joel (2011). LinkedIn For Dummies. USA: John Wiley & Sons. Available on:
http://books.google.pt/books?id=Ucl_ZNNUUjgC&lpg=PP1&dq=linkedin&hl=ptPT&pg=
PP1#v=onepage&q=linkedin&f=false
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Rutledge, Patrice-Anne (2010). Using LinkedIn. USA: Pearson Education. Available on:
http://books.google.pt/books?id=ei3huk8mYWAC&lpg=PP1&dq=linkedin&hl=pt-
PT&pg=PP4#v=onepage&q=linkedin&f=false
Schaffer, Neal (2013). Maximizing Linkedin for Sales and Social Media Marketing: An
Unofficial, Practical Guide to Selling & Developing B2B Business on Linkedin. USA:
Windmaills Networking. Available on:
http://books.google.pt/books?id=-2KhZvXGzjgC&lpg=PP1&dq=linkedin&hl=pt-
PT&pg=PP1#v=onepage&q=linkedin&f=false
Taylor, Eric and Butow, Kathleen (2009) How to Succeed in Business Using LinkedIn:
Making Connections and Capturing . New York : USA. Available on
http://books.google.pt/books?id=XfXZNucTn6EC&lpg=PP1&dq=linkedin&hl=pt-
PT&pg=PR4#v=onepage&q=linkedin&f=false
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8. DESIGNING GAMES, MOTIVATING STUDENTS, AND ENTRE-
PRENEURSHIP
Paul Pivec – Pivec Labs
Rapporteur: Vanda Vieira, CECOA
Framework
Paul Pivec is an expert on game design, deliver for mobile platforms. He developed apps
for the Game Industry about health, sustainability and inclusion.
The session was focused of how students must present their products targeted to
health, sustainability and inclusion.
Problem solving skills as a simple entrepreneurship approach.
Outcomes: game design for smart phones.
(a) Creating competitive teams - Participants/students shouldn’t work with friends
but with other persons in order to create competitive teams.
Team leaders are programmers, designers and persons with good communica-
tions and management skills.
Mix teams members should have different profiles.
(b) Generating good ideas - Participants must report to the other team members
and ensure the alignment of the target audience, the platform, the concept, etc.
(c) Using blogs - Blogs for teachers/learning purposes are essential since these tools
reinforce the reflection, the development of products and the branding assists
with ownership, entrepreneurship, investments, etc.
(d) Involving experts - Teams should invest in their contact with other experts and
advisers to discuss a variety of topics. Look for a superstar!
(e) Continuing learning - Continuing learning and to conceive prototypes, to test
new concepts and formats, new platforms.
(f) Preparing presentations - Presentations in Pecha Kucha style. To encourage
practices as well as show bad presentations with examples
Comments and suggestions from the audience
Games are not necessary focus on technology. Games can be very simple.
Games are different than simulations and virtual learning environments.
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Simulations and games are coming to the classrooms; and according to Paul Pivec
it’s important to create the space for those simulations and games in schools.
Design a game can be more attractive to students (University students) than play the
games.
Sometimes teaching based on games are not easy to implement since children’s are
used to think of learning in a formal context. Paul Pivec suggested a changing our
culture: gaming is also learning.
Conclusions and Recommendations
The main conclusions of this session are:
1. Small learning bits are essential;
2. Using blogs because they are a reflection to the learning materials and ask
students to design games instead of gaming… They get more interested when
they design games to other students.
3. Games can be learning as well. Not only playing.
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9. SERIOUS GAMES AND THEIR IMPACT IN MARKET
Speaker: Jon Arambarri - VirtualWare Group
Rapporteur: Vanda Vieira, CECOA
Framework
Virtualware was created in 2004, and it’s located in Bilbao, Madrid and London. Besides
Spain, the company is also expanding to Russia, Italy, Mexico, and more recently, South
America
It’s a team composed by different professionals profiles, focused on creating interactive
scenarios, for cultural, training and health areas
Focus interactive scenarios, for cultural, training and health areas, good commercial re-
sources in order to fit market needs and support participants to explore specific areas
of knowledge:
- Interactive scenarios: museums and cultural areas and environment areas
- Education and training: Simulations
- Health: Physical rehabilitation
Comments and Suggestions from the Audience
Differences between interactive scenarios and commercial games?
Games are conceived to particular scenarios.
Who are «real clients» of those products?
Diverse, for example, Centre of rehabilitations have been good clients of the Health
area.
In general, for commercial purposes products must be more serious.
For some clients, gaming should be more formal than playing.
Games are also different than business tutorials and simulations.
To make a game it must have conflict, a history, a team problem solving.
Simulations are easy way to learn. To play a game you must have a goal. Simulations
are temporary solutions to learn. To play games, people need more time to learn.
Games do not replace teachers.
ICT can help in our work, in our lives. B-learning is a good solution. However, games
do not replace teachers.
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Conclusions and Recommendations
Enterprises must conceive unique products to address client’s specific needs and the
products must be designed and tested. Products should be continuously improved,
provide a level of quality and uniqueness. On the other hand partnerships with
Universities are essential for the design process.
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10. PLAYING GAMES IN MOBILE DEVICES - PORTUGUESE STU-
DENTS' PREFERENCES
Speaker: Ana Amélia Carvalho - Universidade de Coimbra
Rapporteur: Susana Almeida, Dianova
Framework
Exhibit the main conclusions of the research work done by Ana Amélia de Carvalho –
University of Coimbra – within the Project “From games to mobile-learning Interactive
Activities” [with the support of Fundação para a Ciência e Tecnologia] about the Portu-
guese Students’ preferences – from 5th grade to higher education – over games in mo-
bile devices.
Stages of the research process:
- Research | elaboration of 4 surveys directed at students of 4 cycles of education (2nd
cycle 3rd cycle, secondary education, higher education) - June-July 2013;
- From a population of 2060 students, 65% play on mobile devices, of which 2nd grade
students are the most frequent users instead of higher education students (68% vs.
57%);
- Players by gender: % of male students much higher than female students, except in
higher education where the trend is reversed.
- The mobile phone is the most used device by students of all ages, and the Nintendo
3DS is the least used.
- Hours dedicated to games /per week/ by gender: average of 7 hours a week per male
student vs. Average of 3 hours a week per female students.
- Relevance of the games features: higher relevance to the graphics and scenarios/ less
relevance to the sounds of games.
- Play alone or online: with exception of higher education, in which there is clearly a
preference of for individual gaming, in all other levels of education the percentage
stands at 50/50.
- Play alone or online by gender: female students of all levels of education clearly prefer
to play alone, while male students of all education levels state a preference for online
gaming, except for higher education students where the trend is reversed.
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- Who they prefer playing with online: preferences fall on friends and acquaintances –
in teams – rather than with strangers.
- Would like to play games in class: about 80% positive responses.
- What kind of games: 2nd grade students show preferences in the following order:
Adeventure/Action/Sports/Strategy/Simulation; students from higher levels show pref-
erences un the following order: Strategy/Simulation/Adventure/Action/Sports.
- 2nd grande students’ top 5 games, in order of preference: Pou/ Pro Evolution Soccer/
Minecraft/ Subway Surfers/ FIFA.
- 3rd grade students’ top 5 games, in order of preference: Leage of Legends/ Call of
Duty/ Pro Evolution Soccer/ Minecraft
- Secondary education students’ top 5 games, in order of preference: Leage of Legeneds/
Pro Evolution Soccer/ Football Manager/ FIFA/ Pou.
- Higher education students’ top 5 games, in order of preference: Candy Crush/ Angry
Birds/ The Sims/ Flow/ Fruit Ninja.
Ana Amélia Carvalho informed the audience about the next stage of the research. The
question was: “What learning principals are inherent/are incorporated in the students’
favourite games?”
Comments and Suggestions from the Audience
A. "Playing Games in Mobile Devices - English Students ' Preferences”
1 – The audience questioned the relationship between the type of game the students
preferred and whether they liked to play alone or online. The speaker answered with
the possibility of a further observation.
2 – Some people from the audience were surprised with the favorite and most played
games of these older age groups. (About games “supposed to be” for younger ages.)
3.1 – Debated about games for children and internet control and security.
3.2 – Massimilliano Andreoletti stated that the preference for strategy games in-
creases with age, as the most sold games are not suitable for children. The relevance
of the games at the level of socialization in younger age groups was further attested
by the expert as he reports that his students talked about the games before, during,
and after the play.
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Conclusions and Recommendations
Ana Amélia Carvalho informed the audience about the next stage of the research. The
question was: “What learning principles are inherent/ incorporated in the students’ fa-
vorite games?”
The research results are an excellent basis for future projects within GBL products de-
sign, and are a great breakthrough and an innovation in the national study about gami-
fication.
The expansion of the research field in pedagogical and learning games would bring the
national GBL research to excellence. It is important to bring together all stakeholders of
the gaming and ICT field to define the lines of action that would give games the im-
portance and seriousness they deserve as learning tools. Everyone should be involved
in this; telecommunication companies, schools, students and families, the state, and the
European and national educational politicians, among other stakeholders.
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11. SIMULATION VIDEOGAMES
Speaker: Massimiliano Andreoletti
Rapporteur: Susana Almeida, Dianova
Framework
-Presentation of the training project for educators to promote integration through the
use of video games – (S)IMaging your CITY – media, social mediation, citizenship, by Ph.D
Massimilliano Andreoletti – Università Cattolica del Sacro Cuore – Milano – Italia.
- Project developed in Sicilia (Trapani) in the border area of arrival of high migration
flows, being a place where interculturalism is promoted.
- Structure and approach of the project: There was an agreement with local youth
groups (14-30 years) from disadvantaged backgrounds, in order to promote a culture of
acceptance and multiculturality among other young people of the town, creating bridges
between local population and migrants in rendezvous, learning through ICT (method of
narrative stories). There were formed 20 educators in the use of videogames in educa-
tional activities, storytelling, and active methodologies.
- Pfeiffer & Jones, and GBL experiential learning cycles.
- Use of experiential learning cycles – why? Because the learner reflects on his own ex-
perience and behaviour; deals with situations of uncertainty, develops flexibility and
continuous improvement; develops skills in problem solving; increases self-confidence
through self-observation.
- Use of simulation games – why? “Simulations are the core engine of the mind because
they allow us to have a general and local representation, dynamic and flexible of the
different aspects of internal and external reality.”- Anoli & Mantovani, 2011.
- Potential of simulation games – simulation allows us to know the world (external real-
ity); it’s an environment where we can (re) build our “ideal world” at different levels of
action; it plays a critical role in terms of creativity; it allows reflection about ourselves
an projection of our future (internal reality).
- The use of simulation games supports all educational activity since <<the expectations
and the planning that the players have of their future [projected in the simulations],
tend to improve their well-being in the present>>. Klein & Zajac, 2009
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- How to design a training project based on games? Phase I – Analyze and build the city
(“play” with reality”)/ Phase II – Rethinking the city (“play” with fantasy, dreams, wishes,
aspirations, erasing what they wouldn’t want to exist in their city and adding compo-
nents of their “ideal city”).
- Training products – In the experiential phase, participants designed multiple products
using different ICT tools – simulated cities (SimCity); videos and pictures of the location,
and promoting videos of their virtual cities. At the reporting and analyzing phase, they
discussed and shared their products in groups.
- What problems may occur (viewpoint of trainers) – difficulty at justifying a training
program based on games; limited time to play; need for expert supervision; lack of
knowledge about the industry and the gaming market; difficulty in choosing the appro-
priate games; lack of knowledge/preparation of the GBL (the trainers know the games
from the point of view of the user, but do not know how to apply them in educational
contexts); fear of not knowing how to analyze the results of GBL educational activities;
inability in interpreting the results of the GBL activities (the emotional level, ethic, rela-
tional and cognitive).
Comments and Suggestions from the Audience
1 – The audience exchanged opinions about how hard is for teachers (and society in
general) to acknowledge games as an educational tool and GBL as an effective
method. Massimilliano Andreoletti quoted the opinion of most of the teachers about
the use of games in schools: “I am here to teach, not to waste time!”
1.1 – Andreoletti states that “all games are serious” in the debate of entertainment
games v.s serious games.
Conclusions and Recommendations
Andreoletti concluded once again that teachers and educators in general need training
on the GBL. Given the early state of this method in Europe, awareness is needed to pro-
mote the benefits of this method applied to the field of education, preparing and moti-
vating professionals to the later stage of their technical and pedagogical training.
Defining Serious Games often links to entertainment games, making people skeptical
about them. However, all games can be pedagogical, regardless of what its technical
specifications says about it. For example, any game can be used to develop motor skills,
whether the user is a child or an adult struggling with them. If the statement “all games
are serious” by Andreoletti is taken in consideration and is introduced to a large group
of people, teachers and trainers, it can take us to a different dimension of the perception
of these education and training professionals.
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12. 2050 SIMULATOR - DO YOU ACCEPT THIS CHALLENGE FOR
PORTUGAL?
Speaker: Allen Vasconcelos, EDP Energy Planning Department
Rapporteur: Susana Almeida, Dianova
Framework
Presentation of "EDP Simulator 2050" by Allen Vasconcelos - EDP Energy Planning De-
partment. A game of simulation based on GBL that conciliates with energy issues, CO2
emissions and the energy sector of the EU directives.
The simulator features a total of 32 options grouped in four groups: price | energy de-
mand | energy generation or capacity | CO2 emissions.
The objective of the simulator is to achieve the simultaneous minimization of GHG
(greenhouse gases) emissions, the total energy cost and the difficulty of application.
Simulator 2050 is a simplified model of reality that wants to, intuitively and in a teaching
way, communicate the key variables of the energy sector and teach how to achieve the
20% reduction of CO2 emissions target by 2050 compared with 1990.
The game is intuitive, and it’s not required to be an expert in the field to use the simu-
lator.
As time goes by, we increasingly rely on energies but, on the other hand, questions
about sustainability and environmental issues arise.
Four decades to transform the energy sector - (2013 - 2050) - is not a great period of
time given the complexity of this problem.
The simulator was launched in April 2013 and has 2000 visits to date.
There was a request for the internationalization of the Game – Beijing (China) requested
the EDP adaptation to a Chinese reality simulator. This adaptation is not easy to perform
due to the complexity of the China variables and the lack of information about their
energy plan.
Comments and Suggestions from the Audience
The audience asked the speaker whether the simulator would be implemented in
the European market or just in Portugal, getting the answer that it will be released
only in Portugal, China and probably the United States.
They asked if the Simulator 2050 has been distributed in schools. Allen Vasconcelos
said that EDP is currently being scattered in meeting with universities and schools
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to see how the project can be adapted to energy classes, engineering and manage-
ment.
Conclusions and Recommendations
Given the innovative nature of the Simulator 2050 tool, it is recommended to try it on
different levels of education and vocational training.
Bibliography/ Webgraphy
- Dewey, J. (1938). Experience and education. New York: The Macmillan Company.
- Proudman, B. (1995). Experiential education as emotionally engaged learning. In
K. Warren, M. Sakofs, & J. S. Hunt, Jr. (Eds.) The theory of experiential education.
Dubuque, IA: Kendall/Hunt Publishing Co.
- Experiential Learning Cycles - http://www.experientiallearning.ucda-
vis.edu/why-el.shtml
- Computational social choice http://www.science.gov/topicpages/c/computa-
tional+social+choice.html
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13. PLAGIARISM
Irene Glendinning | Aldo M. Costa – UBI | Frutuoso Silva – UBI
Rapporteur: Inês Araújo, FPCE UC
Framework
The methodology of this session “Impact of policies for Plagiarism in HE across Europe
(IPPHEAE)”, was a PowerPoint presentation with a Skype intervention by Irene Glendin-
ning, Anna Michalska and Tomás Foltýnek.
Explicit goals:
Identify what is being done to combat plagiarism.
Develop tools and resources.
Capture case studies of good practice
Support intervention for preventing /detecting plagiarism
Recommend ways to discourage, find and deal with plagiarism and academic
dishonesty
Improve standards and quality in Higher Education institutions across Europe
and Beyond
Structuring:
- Introduction and explanation of the IPPHEAE project.
- Explanation of Anton, a software for plagiarism detection
- Survey Outputs (27 EU Countries)
Presentation of Anna’s Research with the title “Plagiarism and national differences. Var-
iation in practice and attitudes towards academic dishonesty among European Stu-
dents”. This project begun to study what students understand about plagiarism and
what can be done to prevent it.
Plagiarism prevention: a serious game under development.
Plagiarism is a serious problem in university assignments, so a way of try to change this
could be thought a game: Gamagio.
Tomás Foltýnek: ANTON Software It can be seen at http://anton.is4u.cz/.
Is a software that runs in an internal data base
and do not need to have plain text stored.
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Anna Michalska: PhD research She is doing her PhD research about the differ-
ences over plagiarism across European coun-
tries in terms of attitudes and practices.
Now she are doing interviews with university
students and most of them recognize that pla-
giarizes and that is not very correct.
Irene Glendinning: IPPHEAE IPPHEAE had finished now in September 2013
and shows that:
- There are different ways of interpreting
the plagiarism across Europe countries ,
so have different laws
- There is an inconsistency in
understanding, decision-making, the
process and the decisions taken.
- Both teachers and students recognize
that more training is needed.
- Students report that teachers do not use
the same guidelines.
Frutuoso Silva: Gamagio Gamagio: a serious game platform type with
questions that give points to the player.
Need development in the graphic design. It
are free to test online in http://re-
gain.it.ubi.pt/Gamagio/.
Comments and Suggestions from the Audience
1st Question to Irene Glendinning:
Had been suggested an approach to students in pre university level, can you
clarify?
Students should be trained on how to proceed and what is plagiarism before
University, because they build habits in this level that continues through univer-
sity.
1st Question to Frutuoso Silva:
How they know that choose the right answer?
Through the points that increase.
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2nd Question to Frutuoso Silva:
Who is the target audience?
University students but also for secondary. It will be free online for play.
3rd Question to Frutuoso Silva:
It was important to include in the game some real situations to make de stu-
dent think if that is or not plagiarism.
In this type of game, platform, is difficult to include that kind of real situation.
But a question true or false type, it is possible. In this kind of game the chal-
lenges have to be small and fast to do.
Conclusions and Recommendations
The results of IPPHEAE project shows that plagiarism exists, students know that they
had plagiarized, but there are differences about what is plagiarism across European
countries.
Is important to look more to plagiarism and begin to train teachers and student to
change this behavior.
Recommendations given by de results of the project:
- Clear and transparent institution-wide policies and systems
- More agreement on what constitutes plagiarism
- Fairness and proportionality of sanctions
- Education and training, staff and students
- Strengthen pre-university and understanding and practices
- It was shown a videogame that can be used to train students about what is
plagiarism. Now, has to be worked on their graphic design.
- Is needed experimentation with players to know if the game achieves the
objectives proposed.
- Is needed to develop the graphic design of the game to be more attractive to
players.
Bibliography
Oxford Advanced Learner’s Dictionary. Plagiarize. http://oald8.oxfordlearnersdictiona-
ries.com/dictionary/plagiarize, 2011.
Plagiarism.org. Types of plagiarism. http://plagiarism.org/plagiarism-101/types-of- pla-
giarism/.
Mary Broussard and Jessica Urich. Plagiarism game. http://www.lycoming.edu/li-
brary/instruction/tutorials/.
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Northern Illinois University. Plagiarism - games. http://www.niu.edu/ai/students/sec-
tion05/games/index.htm, 2005.
Rutgers University Libraries. The cite is right. http://library.camden.rutgers.edu/Educa-
tionalModule/Plagiarism/ .
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14. THE USE OF SERIOUS GAMES IN EDUCATION : A NEW
LEARNING PARADIGM
Speaker: Panagiotis Petridis - Serious Games Institute
Rapporteur: Carla Caracol, BES
Framework
The parallel session of the GREAT Conference, dedicated to "use of technology Serious Games
in Education", took place in the early afternoon of September 16, 2013, attended by just over
25 people in the audience.
The speaker, Dr. Panagiotis Petridis, senior researcher of the Serious Games Institute (UK), over
30 minutes, examined the use of Serious Games in learning context: its premises development
and operation.
Petridis began his presentation by stating that the model developed by the Serious Games Insti-
tute (SGI Model), as a mean of digital education, allows enhancing the teaching learning through
play, the level of development of knowledge and skills through the consolidation of experiences
with impact on individual and collective performance.
Stated purpose of this model is that leverages a global trend, observed in several questionnaires
applied to different environments and / or cultures, which highlights the growing popularity of
video games, especially in youth, and basilar aim to create synergy between reality and verified
need for innovation in the learning process.
Argued that this model , which is developed by the Institute , as a process of learning , has as
main gains on the fact of being conceived in development laboratories specialized in applied
research team , holding also research services and business support , factors , according to the
speaker , inextricably linked to the effectiveness and efficiency of training and education .
Petridis reiterated that SGI Model presents as an advantage in the process of learning support,
including in the field of soft skills, in that it is characterized by being participatory, participant
and agent based multimodal interface, promoting and facilitating changes in the field behav-
ioural.
In developing a project Serious Games, Petridis mentions three important dimensions to con-
sider relevant to the temporal duration of the same: the objectives, the development and eval-
uation, depending on each of the basic principles and tools and techniques used.
For the success of the game, the speaker argues that it is crucial to their development in relation
to specific objectives, learning or not involved and the technology available, and should even be
tailored to the target population. Consequently, reiterated the need for adaptability of video
games, they can exist in different forms: in virtual environments online, with mixed reality, in
simple web solutions, among others.
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To that extent, and in the course of the design and/or development of the game, it must be
considered the dimensional structure of the same. Thus, the development team has to adapt it,
aligning the important variables to consider, such as learning style preference, the pedagogical
typology, and the specificities of the leader, the situational context and representation.
Moreover, this project design and/or development is not a project stopped, including the time
dimension. It is a project that requires continuous improvement, evolutionary, reshaping itself
whenever necessary, and essential to analyse the participant's own assessment.
Such adjustment shall be continuous and permanent, implying that there is knowledge of what
is right for the customer, in terms of accessibility, audio fidelity, virtual and functional, and so
on. Implying primarily a development and support of end to end that considers the level and
quality of technology acceptance game.
To that extent, it is, for example, the assessment of withdrawal during the game, assessing the
causes which, in turn, can be decisive in terms of continuity, or not, the project funding.
It is therefore crucial to have feedback from users, and they should be heard throughout the
process, and an ongoing challenge for this learning methodology, find out what the best way to
“break the ice” in the interaction with users, following them, wondering Petridis on the possible
usefulness of conducting feedback sessions.
Petridis said that in development of Serious Games, there is another dimension to consider
across, which translates into the need to reconcile and optimize synergies, because there are
different interest groups involved, from pure research in Serious Games to technical commit-
tees, multidisciplinary level, e.g., neuroscience, architecture, psychoanalysis, semantics, etc.,
crucial to consider the fundamental difference between experts and non-experts in the process.
The speaker referred to as main benefits of SGI model that is adaptable and therefore more
approximate to the behaviour of the user, enhance the scale environments by enhancing inter-
action and focus by increasing the motivation and engagement and allow more effective feed-
back in that it is based on visual realism of time.
Also highlighted as a great potential, there is a purpose behind pure entertainment, referring to
examples of successful use of Serious Games in terms of their applicability in the context of
military or medical emergency.
At the end of the session, answering some questions from the audience, Petridis developed
some issues relevant to the subject under review:
Developing Serious Games and training, using this methodology, at the macro level, countries,
have yet little representation, remembering just one example in the field of teambuilding and
leadership, developed at the request of one Foundation and very recent;
At the level of applicability of this model of learning in the development of soft skills business
and/or services identified only one instance in the Massachusetts Institute of Technology, called
" I Can: Decisions you need to do";
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By using the SGI model in an organizational context, at a more micro level, Petridis reports that
only large companies like IBM and Microsoft are receptive, and already use, for the purpose of
developing behavioural skills. This requires some organizational maturity investment, and also
still too high, and consequently limiting;
Finally, Petridis was asked about the methodology used by the Serious Games Institute at its
research and development in companies, having answered that this approach is particularly ef-
fective always considering the specific context at issue and its defined purpose, seeking a bal-
ance between fun and education/learning.
Petridis ended his presentation introducing proposals for discussion of some of the challenges
that are present on the thematic analysis:
The application of computer games with learning purposes will require changes to the
level of social interactions and the approach to work;
Consequently, there is a huge work to develop and implement the terms of its use in
organizational communities;
You will need to develop new instruments for the feedback, with more realism and visual
current, enhancing their customization and sophistication;
Providing an immersive learning experience, will be a potential mean to greater involve-
ment and motivation in educational support;
In short, with the possibility of developing projects financed about Serious Games as a vehicle
of learning enhancer, this can become a process, in addition to innovative, increasing the gain
on the acquisition and/or development of knowledge and skills, a win / win situation. On the
one hand, notwithstanding the fact that there are no ideal solutions, computer games will com-
plexity the words virtual and increase the quality of graphics in real time, which is an asset for
this industry and, on the other hand, applicability of this model, which enhances the balance
between pedagogy and satisfaction one derives from it, intentions on educational purposes are
achieved in a pleasant way.
Bibliography
Dunwell, I. ; Petridis, P. ; Arnab, S. ; Protopsaltis, A. ; Hendrix, M. ; de Freitas, S. (2011). Blended
Game-Based Learning Environments: Extending a Serious Game into a Learning Content Man-
agement System. Intelligent Networking and Collaborative Systems (INCoS).
Freitas, S.; Liarokapis, Fotis (2011). Serious Games: A new paradigm for education? Serious
Games and Edutainment Applications.
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Petridis, P. ; Dunwell, I. ; de Freitas, S. ; Panzoli, D. (2010). An Engine Selection Methodology for
High Fidelity Serious Games . Games and Virtual Worlds for Serious Applications (VS-GAMES).
http://www.seriousgamesinstitute.co.uk/
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15. THE GREAT EXPERIENCE : COMPLEMENTARILY ON
KNOWLEDGE AND SKILLS
GREAT Partnership: Manuel Peixoto | Yahsi yazicioglu | Chiara Martinelli |Johann Lais-
ter |Tiago Leitão
Rapporteur: Carla Caracol, BES
Framework
The parallel session of GREAT Conference, dedicated to the "Case GREAT (Games based Re-
search in Education and Action Training)" took place in the middle of the afternoon of Septem-
ber 16, 2013, attended by just over 25 people in the audience.
Present were four speakers who, over 40 minutes, presented the experience of the Project
GREAT in their countries: Portugal, Austria, Italy and Romania. (Turkey was not present)
The first speaker, Manuel Peixoto started the session with the presentation of a video that
demonstrates the fact that, at present, the critical differentiating factor to the success and
productivity growth is the human factor and that due to a higher level of literacy, higher de-
mands and mobility, consequently, lead to the need for reinvention of learning practices for
their effective mobilization and involvement, and one should invest in innovation processes and
methodologies.
According to him, it is on this basis that the Project GREAT was born.
Manuel Peixoto leaned so, then a more specific way, about the methodology GREAT, that part
of a principle based games " day by day," having developed a multidisciplinary , multinational,
in partnership system, building on the success of this industry to the evolution of the learning
process.
It is in this context that the GREAT platform , which aims to foster the development of skills in
teambuilding, team management, leadership and time management (project management com-
petencies), based on the assumption that training will adapt the game to the acquisition and
development of the competence to be achieved, contributing b-learning system to improve its
utilization.
Peixoto said that the critical success factors of this methodology will be multiple , including
proper preparation , mentoring , the fact of learning , having fun , making available a brief state-
ment , objective and clear , a user guide and other materials full support on the platform , as
well as by being characterized by a rapid interaction between tutor and learner.
The second speaker in this session, Johann Laister, was present on behalf of the Project GREAT
Austria.
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Laister shared with the audience the experience of two pilot tests conducted on the online plat-
form, demonstrating how games can be used in the acquisition and development of manage-
ment skills.
As a result of these experiences, and according to the feedback given by tutors of the same,
stand two important ideas: it is essential to give clear instructions to the user, for whom this was
a first experience on the use of e-learning, and, secondly, rather than being limited to sharing
materials, tutors must respond quickly to the thrill of likes or dislikes, users, learning and acting
with these reactions.
The speaker says we are therefore faced with a methodology based on descriptions and instruc-
tions.
Laister still left an unanswered question for subsequent development: Can be achieved, in fact,
the pedagogical objective of the game through? Because according to the same, the trainees
learned in these pilot tests, but questions remain about whether it can evaluate the result of
this training. How can we assess the impact, the consequences of this?
The third speaker in this parallel session is representative of GREAT experience in Italy, Chiara
Martinelli.
Martinelli began his presentation by referring to the fact that we're dealing with an issue that
involves adult learning from different contexts and environments, from teachers to human re-
source managers, trainers, etc.
Beyond this specific approach to the topic, considering the possible particularity of the audience,
will cumulatively have a need for change in learning and teaching.
This is a difficult path because, according to the speaker , implies change our mind formatted as
teachers / trainers professionals , adopting an attitude " open mind " to the new instruments
available , while facilitating the acquisition and / or development skills .
Sharing the Italian experience in the methodology GREAT, Martinelli said that, initially, ran an
experiment in Milan and, in the short term, there will be a second, in Venice.
Regarding the first experience in Italy, the speaker stated that served mainly to demonstrate to
the trainers that you can do with the use of video games such as the popular "SimCity social"
leading them to verify their effective use, despite we are faced with an audience more experi-
enced and senior.
In the first test the methodology GREAT Italian rider, it can be seen a large interest from partic-
ipants, is denoted a speech rich and passionate, full of suggestions for the use of GBL (Game-
Based Learning).
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However, some resistance were detected and constraints, despite their importance, as they en-
able learning, in order to improve continuous process.
Some of these constraints arise from problems related to use the base platform, of excessive
time spent on the computer, verifying overload in people, in addition to the fact that the partic-
ipants lose some interest after the discussion face to face on this methodology and to present a
very limited interest in regard to the personality test mode in e-learning-
Martinelli released some topics for future discussion, which were derived from this empirical
experience Italian, related to:
- The time required to learn the game, including the inherent design of the learning curve;
- The experience itself, in terms of flow and permanent questioning;
- The design of training with GBL, to mix/balance requirements with technical knowledge, skills,
and their need assessment;
- The need to provide games and simple devices;
- Encouraged and fostered cooperation inherent in this methodology;
- The use of GBL teams in international/global: how can aid your development and how to rec-
oncile different ways of being and reacting.
The speaker said that, in addition to the base that is relevant in the discussion of the topic, it is
especially important to be judicious and careful in the selection of the specific situation in which
it makes sense or not to use the games.
Absence of optimal solutions , are depending on the context , maturity and technological
knowledge of the target audience , and even if you complete as beneficial and efficient use, it is
always necessary and healthy interaction face to face after this work , as the trainees to feel as
real, this time , being the exchange enhanced learning .
The representative of the Italian experience GREAT also mentioned in his presentation, design-
ing a catalogue of games for 2.0 GBL, which will let you know what kind of tools you can use for
certain specific purposes, more effective than the method " I feel lucky " in search engines, and
complementary to other features such as networking, trainers, organizations, customers, sup-
pliers, etc. .
Martinelli concluded his speech with the idea that the GBL will be a mean to achieve some skills
and if this process is effective, why not play, feeling satisfaction in the process? The secret is to
collect some good examples of use.
Finally, we had a representative of the methodology GREAT Romania, Tiago Leitão.
He began his presentation by noting that the experience in this country is still very insignificant,
in fact that it is very recent , but , this time , the receptivity to the project is large , due to be
looking to what happens in other countries , taking advantage of previous successful experiences
in an attempt to spread strategy .
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The speaker said that Romania has a new learning culture and that , at this point , having found
a partner for the GBL , the project is expected to start in November 2013 , the trainers are pre-
paring for the introduction of this methodology , an approach bottom up , seeking national
recognition.
The objective set for this country is, for example, in situations typical of recruitment and selec-
tion, one could say that the methodology holds GREAT Project, being recognized as an asset.
Tiago emphasizes the paradigm shift from a professional teacher to an apprentice professional,
considering how I learn, how I teach using a new form of development.
There have been questions from the audience, in short, to note that the four interventions were
performed previously presented a perspective of partnership and complementarily of
knowledge and skills, to share good practices that enhance the use and credibility of GBL, as a
new form of learning throughout life, these being only the first steps towards the success of this
new methodology.
Bibliography
Xavier, Ana (2012). Expert Group Report. GREAT Consortium
http://www.projectgreat.eu/project?l=pt
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16. GAMIFICATION: STRATEGIES FOR INTERACTION AND PEDA-
GOGIC ASSESSMENT
Leonel Morgado (INESC TEC/UTAD) | Ricardo Nunes (UTAD) | Daniela Pedrosa
(UTAD)
Rapporteur: Isabel Pinto dos Reis, Just Kidding
Framework
Gamification Strategies for Interaction and Pedagogic Assessment/Expositive and active
method in order to generate a discussion between participants using Pptx/Introducing
a 3-year work aiming to motivate students taking demanding courses to achieve high
quality results/ Presentation with questions at same time to total interaction between
speakers and session participants/ Find a way to help students to overcome learning
difficulties
Several questions arise, when we try to explore the theme Gamification: strategies for
interaction and pedagogic assessment:
How to overcome learning difficulties?
Search for a new method based in reality
Gamification strategies
Sin-programing – goal achieved
Formative evaluation – self and hetero.
In order to improve the learning field these three researchers developed, during the last
3 years, a breaking ground method to aid students improve their work results. After 2
years without a significant uplift they began to use gamification strategies: sin-program-
ing appeared like a solution to the initial problem.
This method is based in 5 key elements: active learning, study routine, formative evalu-
ation, social interaction and “business-like” environment that the researchers recre-
ated “in doors”.
Suggestions from the Audience
The audience asked how were the students evaluated during the program.
The answer from Ricardo Nunes was that they used still the old methods be-
cause they haven´t yet been able to create a new evaluation tool for this par-
ticular type of work. So now they are trying to find a way to rate the students’
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performance within this new method. However they have given great empha-
sis to oral presentation and self and hetero evaluation.
Soon it will be introduced the “leveling” that will allow to better classify each
student.
Conclusions and Recommendations
These theme (Gamification) is very important nowadays. It motivates people from vari-
ous areas specially education/formation. So the session was very interesting, the theme
very actual, the speakers very appealing but there wasn´t enough time for a topic like
this and the presentation structure should be better organized mainly because the
theme it´s not yet global.
Bibliography
Prensky, M. (2010). Teaching Digital Natives - Partnering to Real Learning. London: Cor-win;
Trybus, J. (2009). Game-Based Learning: What it, is, Why it Works, ans Where it’s Going. New Media Institute;
Lee, J.J. & Hammer, J. (2011). Gamification in education: What, How, Why Bother? Aca-demic Exchange Quarterly, 15(2).
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17. MEASURING RESULTS IN TRAINING: GAMIFICATION MET-
RICS
Speakers: Luís Miguel Costa | Cátia Lourenço – ATEC
Rapporteur: Isabel Pinto dos Reis, Just Kidding
Framework
The gamificated train uses the game elements witch attach people to design new train
courses that can turn the learning process easier. Score, levels, awards, challenges work
as leverage to achieve results.
“Gamification is gamificate the training not using the game to train” Luis Miguel Costa,
ATEC
“Gamification simplifies the training evaluation with accurate metrics.”, Cátia Lourenço,
ATEC
ATEC uses already gamification in several courses and the results are much more posi-
tive than in traditional courses. This metrics are very demanding on evaluation grids.
The parameters must be very clear to all participants so that they don’t create misun-
derstands at evaluation process.
Very important: the aspect of the competition should be narrowed at is maximum and
collaboration emphasized to avoid extreme behaviors.
Comments and Suggestions from the Audience
Speakers were asked if the method was already being used and they answered that
first they started with internal groups so that they could spread the method after.
Now they are applying gamification in communication training.
They were also asked about evaluation and they said that, above all, the rules must
be crystal clear, well staked because humans are truly competitive.
The audience aimed to know the requests for a trainee to be able to use this
method. Eva Antunes said that trainees have to let the simple expositive method,
not to be paid by the hour, go behind “the training for trainees” and, at same time,
get back to it.
The problem of how visible behaviors can be transformed in points in a classroom
was discussed with the audience. The speakers think it has to be chosen a strict
methodology and created an app or an excel sheet where results are registered in
an objective way. If metrics is well constructed, the result will be positive.
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Conclusions and Recommendations
Training entities should find and ample basis so that gamification could be used in a
more general way. This theme should be more discussed and well known to public and
trainees.
Bibliography
Pivec, M. & Costa. E. (2012). Potencials of using Game-based Learning in Training. a de-
tailed field research. Comunicação European Conference on Game Based Learning 2012,
Cork, Ireland;
Anderson, J.Q. & Rainey, L. (2012). Gamification: Experts expect”game layers” to expand
in the future, with positive and negative results. Washington D.C.: Prew Research Cen-
ter’s Internet & Amercian Life Project.
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SYNTHESIS AND CONCLUSIONS – COLISEUM
Rapporteur: Prof. Ana Almeida, FEUC
Miguel Toscano did the honors contextualizing the final presentations.
Maria José Sousa presented an overview of the entire Conference, pulling together the
main focus from the different blocks of activities reported in Conference and Parallel
Sessions. This presentation aimed the sharing knowledge and solutions observed across
all the sessions throughout all the rapporteurs communication.
Ana Neves moderated and reinvigorated final reflection shared between the Key Note
Speakers and the audience.
The goals were debriefing and find some overall conclusions through an active method-
ology of open debate guided by the hints given by Ana Neves to panelists:
Identify something that was surprising;
something missing;
some issues expected to be addressed within the thematic of GBL or TEL but
that did not arise during the debate.
Motivation is about changing educational or training paradigm towards increasing
learning.
The final panel of experts included: Etelberto Costa (EC), Claudio Dondi (CD), Audrey
Frith (AF), Maja Pivec (MaP), Panagiotis Petridis (PP), António Teixeira (AT), Liliana Gon-
çalves (LG), Leonel Morgado (LM) e Manuel Peixoto (MP).
A cross cutting idea is that education needs a new paradigm, centering learning in the
learner, based in his/her knowledge, potential, interests and living opportunities, but
giving attention to the circumstances. School and training environments must take ad-
vantage of the repertoire of skills people acquire, and help teachers or trainers guiding
learners to understand how to profit of what is known and practiced in daily activities
of the free time and pleasant play or gaming.
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Comments: AT highlighted the importance of the organizational culture.
AF expected that educational agents focused in more specific issues, but perceived the
desire of changing educational paradigm; was surprised by the claim of shared respon-
sibilities, openness of learning procedures, reframing leadership, freedom to do differ-
ent teaching or training work.
CD expected such an emphasis by knowing the leading team of the Conference defend-
ing technology in education, emergent in diverse learning contexts and with different
goals; ICT is a tool to promote change.
MaP felt curious assuming the Conference as a platform to debate different approaches.
PP knows there is an agenda of competent people to use GBL & TEL. But solutions of
empowerment through curricula based on games, serious games, and on technology
needs systematic involvement of students and of the teachers.
LG was surprised with the potential of games and of digital platforms in job placement.
Besides skill training, also recruitment can be based on games. Technology is a useful
tool for lifelong learning and people need to be prepared to find specific training oppor-
tunities for their (renewed) jobs.
MP pointed out the gradual change from the strangeness of t idea of using games to
promote learning to the situation of being able to discuss the advantages of game-based
learning. Conceptions change with the gradual mastery of the methodology.
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Key Moments:
Miguel Toscano made the introduction
to the final meeting, welcomed and
made the courtesy.
Maria J. Sousa created the vision of the
results by synthesizing all the Conference
moments in a streamlined way.
Ana Neves dynamized the final com-
ments of the panel of experts in a some-
what gamified way of involving the audi-
ence, inviting speakers to make ques-
tions to the audience.
Communication channels and social networks
opened to a greater audience.
It have been emphasized the ideas of an emergent
new educational paradigm where GBL and Serious
Games alongside technological facilities should take
place in academic and training scenarios.
The subject Mooc (Massive Open Online Courses)
has been taken up.
Strategic guidelines pointed to:
many online learning formats;
involve industry and enterprises in academic
training;
Imply people in the matters of own learning and
training;
educate for critical and creative thinking;
influence policy-making, so that every citizen
could be an agent of change;
make learning fun by using what we already have
at our disposal;
encourage curiosity, optimism and audacity to do
things differently; innovate; take risks;
develop GBL badge instruments and enroll
learning programs in structural funding.
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Etelberto Costa thanked on behalf of the
PT team for organizing, sponsors, key
note speakers and volunteers.
The strengths of the Project GREAT are the value
created for organizations, people and countries, in-
creasing awareness of the importance of synergies,
creativity and cooperation in social solving learning
issues. GREAT is an inclusive project and sustainable
for training organizations, as well as for managing
partnerships for the near future.
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1. PORTUGAL: APG – PORTUGUESE ASSOCIATION OF PEOPLE
MANAGEMENT
Etelberto Costa & Angela Fernandes
What do we reflect about the GREAT Lisbon International Conference?
APG – Portuguese Association of People Management
The APG - Portuguese Association of People Management was founded in 1964 and is a
Non-Profit Professional Association, under Private Law, of Cultural & Scientific Nature,
recognized by the Portuguese Government as an organization which pursues public in-
terests. It gathers people and organizations devoted to people's management, leader-
ship services or other specialized related services, both from the Public & Private Sec-
tors, namely Human Resources Management, Directors & General Managers, Trainers,
Coaches, Consultants and University Students, amounting to nearly 1500 members. APG
has technically and scientifically Specialized Groups (like its Trainers and Coaches Group)
and Regional Groups. APG is also a member of many international organizations related
to Human Resources & Training.
APG focus on improving the deliverance and quality of vocational education and training
by including innovative technologies in its knowledge and learning agendas.
The active presence of APG on international organizations, as ETDF, as well as the strong
liaisons to European Commission experts that were shaped all over the years by the
organization of International Learning Conferences here in Portugal (eg e-learning 2007
and Creative Learning Innovation Marketplace) gave us the assurance of support on fur-
ther dissemination actions to culminate in Great Lisbon International Conference.For
APG this Conference was also the come back to lead in the country innovative method-
ologies and processes, in this case for learning, and organize at international level ambi-
tious dimensions of People Management issues.
About the Conference - Refletion
The Conference focus on training in non-formal and informal, digital games, seryous
games and tel-technology enhanced learning, where national and international experts
speakers, share their ideas, cases, product knowledge and inspiring the audience, having
ambition to reference input to policy formulation Europe in the field of education/train-
ing. Where involved 212 participants, 189 participants from Portugal and 23 participants
from other countries in Europe, Austria, Turkey, Romania, Italy, Spain, Belgium, Ger-
many, Greece, UK, Serbia, making Lisbon the capital of digital games and advanced tech-
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nologies in education and training, contributing to the improvement in education / train-
ing and therefore to be a response to the demands of training throughout life, contrib-
uting to productivity and competitiveness through greater access to continuing training.
Over the years 2012 and 2013 , the APG - Portuguese Association of People Manage-
ment and its European partnership developed several dissemination activities of the
project GREAT - through website Great Cconference (http://www.greatconference.eu/),
website Project Great (http://www.projectgreat.eu/), Infogreat Newsletter, awareness
raising, meetings, seminars and workshops in Portugal and in the countries of the part-
nership that culminated in realizing the Lisbon International conference GREAT, an Eu-
ropean conference, with a strong participation of Portuguese and European stakehold-
ers in the fields of Education, Training and Technology, in particular, Business Training,
Technology Providers, Technology Developers, Portuguese and European Universities,
Public organizations and Policy makers in Education and Training, Teachers, Trainers,
Consultants, Students and Small and Medium Enterprises (SME).
Demonstrates the significant weight of the Conference on opening new horizons in ed-
ucation and training at European level, participation of experts Portuguese and Europe-
ans shared their visions, reflections, critiques, perspectives on major topics nuclear as:
E&T 2020 Strategy, Games in Learning, Game based Learning, Serious Games, Gaming -
Findings and appreciations from recent researches; ICT for learning in the U.S. in 2020:
Findings from recent researches and appreciations; how to use the potential of games
to change education according to present policy challenges, how can we bring attention
of policy makers to the significant potential of games?
The various interventions and expert reflections resulted on guidelines for improving
learning strategies throughout life, quality improvement and systems of education and
training to be responding to current demands of training throughout life and the im-
portance of partnerships in education / training / business / universities, involvement of
policy makers, and strong emphasis on the importance of lifelong education in the areas
of training in formal, non-formal and informal and duly certified.
GREAT and GREAT LX – the way ahead
Born in October 2011 with the support of the European Commission, through its pro-
gram Lifelong Learning, the GREAT - Game-Based Research in Education and Training
Action is a European-wide project that translates the determination of various agents of
knowledge in contribute to the future of lifelong learning in Europe and in particular the
strategy for education / training is designed for the period 2014-2020.
The conference helped identify new trends in Europe on the development of learning
systems in structured methodologies for training and development of behavioral skills
using the digital fun games.
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With the presentation of Great Lisbon International Conference 94,3% of participants
that answer the questionnaire survey (53 answers), refer that they are clarified about
the potential of digital games on education/training and 67,9% considered the possibil-
ity of cooperating with the Great Project to introduce GBL – Game Based Learning in
their companies, a great tool to stimulate a lifelong learning and sure will be part of the
training system in the close future.
Games can be a powerful tool in learning as we have done along more than 150 partici-
pants in courses of TTT – Train The Trainers in Portugal and partners countries of GREAT
Project to provide the methodology and guidelines for the use of Game-Based Learning
(learning / education-based games) in training and that addressed the trainers, teachers,
managers rh, managers and training coordinators and to motivate and engage trainees
and students to the learning process to develop competences.
The Conference had a strong impact in lifelong learning and discuss the educational pur-
pose of the games, share experiences, questions, networking and exchanges between
teachers/trainers/companies/stakeholders of different nationalities and through the
GREAT Project has contributed to the European priority in supporting initial and contin-
uous training of VET teachers, trainers, tutors and VET institution managers, to facilitate
the development of innovative practices in the field of vocational education and train-
ing, and to Europe 2020.
The Great Lisbon International Conference was not our last step in the field of educa-
tion / training. There is still a way to go. We need to change mentalities and attitudes to
introduce new methodologies in education / training that are available to everyone and
are a better solution for lifelong training. The GREAT will continue in APG and partners
countries of this project, and we are already working in the marketing of GREAT to in-
troduce GBL – Game Based Learning in companies and we will continue to make a strong
contribution to the process of recognition of informal and non-formal acquired through
the web-based, using the game with a learning tool near the policy makers.
Portuguese Version
O que queremos refletimos sobre a GREAT LIsbon Internacional Conference?
Associação Portuguesa de Gestão de Pessoas - APG
A APG - Associação Portuguesa de Gestão de Pessoas foi fundada em 1964 e é uma as-
sociação sem fins lucrativos profissional, de direito privado, de natureza cultural e cien-
tífica, reconhecida pelo Governo Português como uma organização de interesses públi-
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cos. Agrega pessoas e organizações dedicadas à gestão de pessoas, os serviços de lide-
rança ou outros serviços especializados, dos setores públicos e dos privados, nomeada-
mente, Gestão de Recursos Humanos, Diretores e Administradores, Formadores, Co-
aches, Consultores e Estudantes Universitários, num total de 1500 associados. A APG
tem Grupos técnica e cientificamente especializadas (como os seus formadores e grupo
de Coaches) e grupos regionais. A APG também é membro de muitas organizações in-
ternacionais relacionadas com Recursos Humanos e Formação.
A APG tem como objetivo melhorar o desenvolvimento e a qualidade da educação e da
formação, incluindo tecnologias inovadoras na formação. A presença ativa da APG em
organizações internacionais, como FDTL, bem como, as fortes ligações aos peritos da
Comissão Europeia, que foram moldadas ao longo dos anos pela organização das Con-
ferências Internacionais de Aprendizagem aqui em Portugal (por exemplo, o e-learning
2007 e Creative Learning Innovation Marketplace) deu a garantia de suporte nas ações
de disseminação para culminar na Great Lisbon International Conference. Para APG esta
Conferência foi também voltar a liderar as metodologias e processos inovadores no país,
neste caso, para a aprendizagem, e organizar num nível de dimensões internacionais as
questões ambiciosas de Gestão de Pessoas.
Acerca da Conferência - Reflexão
O foco da Conferência foi na formação através dos jogos digitais, não-formais e infor-
mais, jogos serios e tecnologia avançada de aprendizagem, onde oradores especialistas
nacionais e internacionais, partilham as suas ideias, casos, conhecimento dos produtos
e inspiram a audiência, tendo a ambição de referência de inputs para formulação de
políticas da Europa na área da educação/formação. Estiveram envolvidos 212 partici-
pantes, 189 participantes de Portugal e 23 participantes de outros países da Europa,
Áustria, Turquia, Roménia, Itália, Espanha, Bélgica, Alemanha, Grécia, Reino Unido, Sér-
via, tornando Lisboa a capital de jogos digitais e tecnologias avançadas em educação e
formação, contribuindo para a melhoria na educação/formação e, portanto, ser uma
resposta às exigências de formação ao longo da vida, contribuindo para a produtividade
e competitividade através de um maior acesso à formação contínua.
Ao longo dos anos 2012 e 2013, a APG - Associação Portuguesa de Gestão das Pessoas
e sua parceria Europeia desenvolveu várias actividades de divulgação do projeto GREAT
- através do site Great Conference (http://www.greatconference.eu/), o site do Great
Projeto (http :/ / www.projectgreat.eu/), Infogreat newsletter, ações de sensibilização,
reuniões, seminários e workshops em Portugal e nos países da parceria que culminaram
na realização da Great Lisbon International Conference, uma conferência europeia, com
uma forte participação de intervenientes portugueses e europeus nas áreas de Educa-
ção, Formação e Tecnologia, em especial, da formação profissional, provedores de tec-
nologia, produtores de tecnologia, universidades portuguesas e europeias, organizações
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públicas e responsáveis em educação e formação, professores, formadores, consultores,
estudantes e Pequenas e Médias Empresas (PME).
Demonstra o peso significativo que a Conferência teve sobre a abertura de novos hori-
zontes na educação e formação, a nível europeu, a participação de especialistas portu-
gueses e europeus compartilharam suas visões, reflexões, críticas, perspectivas sobre
grandes temas nucleares: E & T Estratégia 2020, Jogos na Aprendizagem, Aprendizagem
Baseada em Jogos, Serious Games, jogos – Resultados e apreciação de pesquisas recen-
tes; TIC para a aprendizagem nos EUA em 2020: Resultados e apreciação de pesquisas
recentes; como usar o potencial dos jogos para mudar a educação de acordo com a
apresentar desafios políticos, como podemos trazer atenção dos decisores políticos para
o potencial significativo de jogos?
Das várias intervenções e reflexões de especialistas resultaram em diretrizes para me-
lhorar as estratégias de aprendizagem ao longo da vida, melhoria da qualidade e os sis-
temas de educação e formação a responder às exigências atuais de formação ao longo
da vida e a importância de parcerias na educação / formação / empresa / universidade,
o envolvimento de decisores políticos, e forte ênfase na importância da educação ao
longo da vida nas áreas de formação na educação formal, não formal e informal e devi-
damente certificada.
GREAT e GREAT LX – o caminho a seguir
Nascido em outubro de 2011 com o apoio da Comissão Europeia, através do seu pro-
grama de Aprendizagem ao Longo da Vida, o GREAT - Game-Based Research in Educa-
tion and Training Action é um projeto à escala europeia, que traduz a determinação dos
diversos agentes do conhecimento em contribuir para o futuro de aprendizagem ao
longo da vida na Europa, e em particular a estratégia para a educação / formação é pro-
jetado para o período 2014-2020.
A conferência ajudou a identificar as novas tendências na Europa sobre o desenvolvi-
mento de sistemas de aprendizagem em metodologias estruturadas para a formação e
desenvolvimento de competências comportamentais, utilizando os divertidos jogos di-
gitais.
Com a apresentação da Great Lisbon International Conference, 94,3 % dos participantes
que responderam a inquérito por questionário (53 respostas), referem que ficaram es-
clarecidas sobre o potencial dos jogos digitais na educação/formação e 67,9 % conside-
raram a possibilidade de cooperar com o Projeto Great para introduzir GBL - aprendiza-
gem Baseada em jogo nas suas empresas, uma ótima ferramenta para estimular a apren-
dizagem ao longo da vida e com certeza fará parte do sistema de formação no futuro
próximo.
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Os jogos podem ser uma ferramenta poderosa na aprendizagem como temos feito a
mais de 150 participantes em cursos de TTT - Formação de Formadores (em Game Based
Learning) em Portugal e nos países parceiros de Projeto Great para fornecer a metodo-
logia e as diretrizes para o uso da aprendizagem baseada em jogos (aprendizagem/edu-
cação baseados em jogos) em formação e que abrangeu os formadores/as, professo-
res/as, gestores/as de recursos humanos, gerentes e coordenadores de formação e para
motivar e envolver formandos e alunos no processo de aprendizagem para desenvolver
as competências.
A Conferência teve um forte impacto na aprendizagem ao longo da vida e na discussão
dos jogos na educação, compartilhar experiências, dúvidas, redes e intercâmbios entre
professores/formadores/ empresas/atores de diferentes nacionalidades e através do
Projeto Great tem contribuído para a prioridade europeia no apoio à formação inicial e
contínua de professores, formadores, tutores e gestores das instituições de educação e
formação, para facilitar o desenvolvimento de práticas inovadoras no domínio da edu-
cação e formação profissional, e para a Europa 2020.
A Great Lisbon International Conference não foi o nosso último passo no campo da
educação/formação. Há ainda um caminho a percorrer. Precisamos mudar mentalida-
des e atitudes para introduzir novas metodologias no ensino / formação que estão dis-
poníveis para todos e são uma solução melhor para a formação ao longo da vida. O Great
vai continuar na APG e parceiros deste projeto, e já estamos a trabalhar na comerciali-
zação do Great, introduzindo formação nas empresas, através da metodologia GBL -
Aprendizagem Baseada em jogos, e vamos continuar a dar um forte contributo para o
processo de reconhecimento de informal e não formal adquirido através do web-based,
usando o jogo com uma ferramenta de aprendizagem junto dos decisores nas áreas da
educação e formação.
Etelberto Costa
Is a former Senior Navy Officer (Marine Mechanical Engineer). Pos graduate in E&T at
University of Lisboa and Northern College (Scotland). Member of the board of APG
(www.apg.pt) - the HR PT association. Member of European Working Groups for Future
of Learning and LLL Stakeholders Forum, Efquel Forum. Vice. President at ETDF –Euro-
pean training and development federation. ( www.etdf.fefd. eu )
In October 2007 he coordinated a partnership for the production of the www.elearning-
lisboa.com. For the EU Presidency as the EU eLearning Conference and in 2009 the
www.creativelearningconference.com for the AECI - European year of creativity and in-
novation. Is now organizing the GREAT International Conference on Games&TEL 2013 at
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Iscte-iul.Lisboa. (september) Animator and organizer of a vision for Portugal of Life Long
Learning – and founder of the Pt Learning Working Group (lwg@pt – www.lwgportu-
gal.org) last 25 September 2010 and Leader of the www.projectgreat.org promoted by
APG and financed by Leonardo da Vinci EU programme and www.oportunidade2020.eu
for the Comission.
Angela Fernandes
15 years of specialization in Organization and Training Management, Needs Assessment
for business, Training Planning, Evaluation and Training Instruments, Development of
Evaluation and Training Reports, Projects Coordination, Implementation and Auditing.
Has coordinated Lifelong Learning Projects and Training Projects to SME and big compa-
nies. Distinguished by its solid knowledge and experience in Business Training certifica-
tion, business contacts and attract new customers. Experience in Consulting, Education
and Social Community Development.
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2. AUSTRIA: FH JOANNEUM
Maja Pivec & Tanja Schönbacher
Competence based e-Learning course with game-based learning elements: An experi-
ence report
Introduction
For the development of our course we adopted materials and methods from the GREAT
project (Game-based research in education and action training,
http://www.projectgreat.eu/project) to our specific needs. The GREAT course is aimed
at professional trainers, teachers in Portugal, Austria, Italy, Romania and covers
application of GBL for the management training and learning activities in the e-learning
or blended learning form.
The overall learning objectives of the FHJ piloting of the GREAT course for the partici-
pants are to:
Experience combination of e-learning and GBL
Acquire various competences for project management
o acquire professional competences in project management to define and
structure a project (project leadership and time management)
o gain methodological competences in project management (using communi-
cation platforms, transfer and link expertise to ongoing projects of the own
company, giving feedback to team members)
o practice social skills (communication and interaction, reflection, own respon-
sibility) (i.S. von Eigenverantworlichkeit und Selbständigkeit)
o enhance individual competence to act (learning to learn, defining goals, de-
veloping customized solutions)
Learn from and with each other
Reflect upon efficacy of different online activities
Develop strategies to transform learned competences to their problem area.
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Learning perspectives of the course
The course has 3 basic learning perspectives, namely collaborative learning, learning
through reflection and learning by doing. This means that the course work will revolve
around:
• Activities that encourage participants to reflect on their own learning experiences
enabling them to set and pursue personal learning goals relevant to their specific
situation.
• Group activities that allow participants to learn from and with each other.
• Activities that will enable to transfer and apply different competences and learned
techniques to their specific learning and working situation.
Delivery method
The course wase delivered mainly through the E-Learning platform and was a mix of
practical tasks, individual and group activities.
The course was delivered within 2 weeks, for 10 – 15 participants (that are also team
leaders or volunteers from virtual company module). Within the set objectives the e-
tivities were developed, and at the end of the course, several feedback sessions were
carried out – regarding delivery method, regarding offered material, and regarding
transfer of competences to their practical situation.
The Course Modules
1. Leadership Module - Week 1
The overall purpose of the module is for the participants to access the course in the E-
Learning platform, to become familiar with other participants, to explain their individual
project management situation and expectations what they want to learn, to get familiar
with the module resources, to acquire a set of leadership competences, to reflect upon
their learning experience.
Extent of the module wasfrom 8 – 14 April. 2013. The module effort is estimated with 6
hours, and must be completed no later than Sunday 14 April 2013.
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Teaching and learning activities
Task 1: Present yourself and your project management situation in the (virtual)
company.
Task 2: What are your expectations of this course.
Task 3: Management competences – study the provided resources on leadership and
share with others what you found interesting and helpful.
Task 4: Check the list of games, select and play at least one. Report on your game play
experience, and relate the game play to management competences.
Task 5: Reflect upon the learning experience of the first week, what was useful and
helpful, and what was more difficult to accomplish..
Resources offered: ppt presentation on leadership, 8 e-books on leadership and 3
games: Diner Dash, Tiny Tower and Sims free play. All these games are commercially
available, and there are no-cost versions that can be played. A short description and
where they can be downloaded was provided.
2. Time Management Module - Week 2
The overall purpose of the module is for the participants to reflect upon their own time
management, to explain their individual project management / time management
situation, to get familiar with the time management module resources – examples and
different techniques, to select one and try it out, to make a plan on how to improve their
TM in the future, and to reflect upon the course and the offered materials.
Extent of the module: this module was offered between 15 – 21 April 2013; The module
effort is estimated with 6 hours, and the module must be completed no later than
Sunday 21 April 2013.
Teaching and learning activities
Task 1: Familiarize yourself with different time management techniques. (Mo) E-tivity 1
should be carried out on Monday, as to allow enough time for the e-tivity 2 (you should
observe your time management behaviour for approximately 2 - 2,5 days).
Task 2: Select one technique, try to keep and manage your time. (Mo - We)
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Task 3: All participants co-create a list of most commonly observed time wasters. Think
about 1-2 specific situations where you observed / experienced time delay and
minimum progress. In your post outline briefly these situations, and what were major
time wasting activities.
Task 4: Transfer the time management methods and experiences made to your project
management context. Formulate your personal plan for application of acquired project
management competences. Outline briefly your personal goals / personal plan how you
want to include the acquired project management competences to improve efficiency
of your study / work / work of your team. Which competences especially you plan to
pursue and develop further?
Task 5: Reflect upon the course and resources. Outline what are your overall impressions
about the course, and offered material and methods.
The Pilote Phase
Participation Overview
The Figure 1 shows all activities of this course, that means all log-ins and contributions
by all roles, i.e. 10 participants, 2 moderators and guests. At the first day the activity
level was relatively low, but it increased very fast. The first peak was reached on the fifth
day of the course, on Friday. The highest activity in the entire course was measured on
Wednesday in the second week of the course.
During the two week course period there were in total 447 posts in forums, average 44,7
posts per E-Tivity. As shown in the Table 1, seventy was the highest number of posts in
the second week to the topic of E-Tivity 2.3 – Common procrastination methods.
Figure 1: Dynamic of the Course Activities
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E-Tivity No. of
posts
1.2 Present yourself and your PM situation 24
1.2 Management competences 50
1.3 Share your management experience 52
1.4 Share your play experience 48
1.5. Reflection on the first week 33
2.1. Learn different ways of Time Management 60
2.2 Analyze your TM behavior 51
2.3 Common procrastination methods 70
2.4 Plan further actions /Transfer 33
2.5 Reflection about the course and the learning
method
26
447
Table 1: Overview on the posts per each E-Tivity
Reflections on Learning
As shown in the previous chapter, students were very active and exploratory learners,
and the participation was evenly distributed through the course. Very often we would
observe bouncing ideas from each other, and elaborating in the group on the solution.
Enclosed are some excerpts from our participants’ posted reflections, where they ex-
press their thoughts on the course and (e)learning.
„I'm really impressed how many information we could exchange in this short
period of time. ... was really a fantastic new experience!“
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„I really love that concept of interacting in this way and I fear that in the last 5
days I gained much more personal feedback than in many other non-virtual
courses.“
„The more you read about the others, the easier it is, to structure your own
thoughts to reflect about it. I got a huge benefit from the other discussions,
some of them changed my point of view slightly.“
„ During this week there was a good dynamic in discussions and I liked reading
the posts and comments, thoug, like others have already mentioned, unfortu-
nately it was sometimes hard to follow really all of them. … This corse made me
think a lot of different piont of views of the same subject.”
„I had the feeling that some posts were really honest and that the participants
had lots of engagement. The e-moderators gave good inputs and feedback. It
was nice to work with all of you!“
„I think it's easier to write about what you think. So you have time to structure
your thoughts. And of course there was this great atmosphere of interest and
understanding.“
„Wow! Two weeks are over (like the wind). In this weeks I learned a lot – big
outcome with a expenditure of time, but paid off. Every forum with its own topic
and instructions was really helpful.“
„Reflecting the last two weeks simply two words pop up in my mind: Thank You.
...I guess that most things during the course, I did not only learn by reflecting on
my own management behaviour, but even more by gaining insights into the
ideas and feelings posted by others.“
Conclusions
The interdisciplinary learning opportunity and collaboration of two subjects offered in
the form of the E-Learning course on Project Management Competences was well ac-
cepted and provided adequate input for learning and practical work of the students. The
E-Learning form of a course was well chosen and allowed all students to participate in
addition to their regular classes. GBL activities were well placed, supported active learn-
ing and for some students playing games opened new focus on learning. As one of our
students outlined in her final reflection:
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“...Furthermore, the teacher as an "adviser" rather than an "instructor" is a
wonderful and functional concept for academia. … I hope it doesn't sound pa-
thetic, but - e-learning made me feel re-transported to that child I used to
be And it certainly helped that one of my tasks was to PLAY A GAME! ..“
We plan to repeat the course next summer semester, approximately at the same time.
Furthermore, we want to introduce some improvements of the course as suggested in
the feed back – e.g. extending the duration of the course up to 3 weeks, providing more
technical information on games, extending the list of TM material also with interesting
apps, and providing in addition to the discussions, several specific assignments. To keep
the momentum of learning and interaction in the longer course, a synchronous event
e.g. question / answer session with a manager of a creative company could be aspired.
Prof. DI Dr Maja Pivec
Maja is professor at the FH JOANNEUM and Maja has been managing national &
international research projects in the fields of digital game-based learning, adaptable e-
learning environments, web-based learning and knowledge management for the past
10 years. She is editor and co-editor of three book publications in the area of innovative
Digital learning approaches, guest editor of British Journal of Educational Technology,
May 2007, and hosted the European Conference on Game-Based Learning in 2009. Her
research work is published and presented at more than 100 international conferences
and publications. She is Program Committee member of GAMEON conferences, of
ECGBL and jury member for MEDEA Awards. She is reviewer for European Science
Foundation and for British Journal of Educational Technology (BJET).
Maja Pivec was awarded by the European Science Foundation for interdisciplinary
workshop organization in the field of affective and emotional aspects of human-
computer interaction, with emphasis on innovative digital learning approaches.
Maja Pivec has been project co-ordinator, scientific leader or partner in many EU or
national founded projects in the area of innovative teaching and learning approaches,
including ENGAGE, Avatar, Sig-Glue, Imagine, UniGame, Adele, Discover, GREAT, Serious
Sports and others. She is initiator of the #SGDSS – Serious Games Design Summer School
(www.summerschool.engagelearning.eu).
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Mag. Tanja Schönbacher
Tanja Schönbacher has worked as a research assistant at the Department of Information
Design of FH JOANNEUM University of Applied Sciences since 2003, involved in various
projects in the areas of media and design, adaptive e-learning, usability and game-based
learning including Adele, Discover, ENGAGE, GREAT, Serious Sports. She studied
Business Economics with a focus on Marketing, and specialized in Human Resource and
Information Management at Karl Franzens University Graz, with additional focus on
interdisciplinary courses in the fields of cultural policy and management, and project
management. She is experienced in international project management and research,
having been involved in most of the EC funded Projects at FH JOANNEUM. She ist also
member of the project Web Literacy Lab Graz (WLL). The WLL research project, funded
by the national Austrian research agency, deals with network literacy and the transfer
of the competencies that people and organisationes need to use networks in an ideal
way (http://wll.fh-joanneum.at).
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3. AUSTRIA: MERIG
Johann Laister
GREAT – A success story
The main responsibility of the Multidisciplinary European Research Institute Graz
(MERIG, www.merig.org) as partner in the project GREAT was and is to organise and
coordinate internal quality assurance and evaluation. During the project numerous eval-
uation methodologies and tools have been used to cover different aspects.
Feedback on project progress, management and physical and online meetings was col-
lected from the partner institutions by online questionnaires; a focus group of experts
provided advice for the development of the training package, and the great training
package was evaluated during pilot tests in all participating countries. In these “pilot
tests” over 100 representatives from training institutions and companies, trainers and
teachers as well as administrators of training and education participated on the one
hand to learn about the application of Games / Game Based Learning (GBL) in learning
processes but on the other hand also to provide feedback on the GREAT training pro-
gramme and materials. We tried and succeeded to generate a classical win-win situa-
tion: In the pilot trainings on the on side participants had the possibility to join an inter-
esting programme / course on GBL for free, on the other side the GRAT project team
received valuable feedback for the further development of the GREAT training materials
and programme. As main success factors for the application of games in learning pro-
cesses good preparation of games’ application in general, clear but brief user instruc-
tions, user guidance and quick response time by tutor/s, a clear structure of the online-
platform have been mentioned beyond others. The main two GREAT improvement po-
tentials highlighted by pilot test participants addressed the platform and the learning
materials. Concerning the platform quicker site loading would be appreciated what is
clearly a technical / server issue and all used materials should be directly liked or down-
loadable what highlights improvement potentials regarding the presentation of the con-
tent. Concerning the learning material test-users mentioned that the pedagogical and
didactic background of the presented games should be made more explicit.
The project team was very active in dissemination and networking and the high interest
in GREAT shows that the topic game based learning is an important factor in the educa-
tional discussions. Many activities promoted the application of games in learning pro-
cesses and raised awareness, whereby a highlight in disseminating the project and ex-
ploiting the results – but not the final stage of this activities – was the Great LX confer-
ence in Lisbon on 15.-16. September 2013. At the conference educators, researchers,
game developers, policy makers and other interested stakeholders from all over Europe
and beyond had the possibility to get information, discuss, exchange and network on
Game Based Learning and Technology Enhanced Learning.
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Overall the different target groups provided positive feedback on the project GREAT.
Members of the GREAT consortium as well as those who were involved in different pro-
ject activities have been mostly satisfied with the work that has been done in the GREAT
project. The main components of the project, horizontal work packages such as project
management, dissemination and evaluation and the content related work packages
dealing with analyses, transfer and development of the GREAT training programme and
piloting of this programme show very satisfying evaluation results. So there is good
ground for the future and GREAT opportunities for the application of Game Based Learn-
ing in future.
Johann Laister (Director of MERIG)
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4. ROMANIA: I-ZONE KNOWLEDGE SYSTEMS ROMANIA
Tiago Leitão
ROMANIA EXPERIENCE
I-Zone Knowledge Systems Romania (IZKSRO) was born after the outstanding coopera-
tion with Romanian Prison Services under “Credem in Schimbare” strategic project, im-
plemented from 2009 to 2011, and that has been considered a good practice in Euro-
pean standards.
Together with our business partners we deliver customized solutions according to your
organization needs.
Funded in a wide and diversified training portfolio and experience on a European level
or through our business partners we deliver state-of-the-art training services in several
domains:
Training delivery high interactive courses
Learning Spaces Solutions
eLearning tailored training course development
Game based learning is the new frontier in learning. By participating in GREATLx confer-
ence IZKSRO invests in newest learning methods and participates in developing solu-
tions according to organization and personal needs and trends.
Romanian version
I.Zone Knowledge Systems Romania a luat ființă în urma cooperării remarcabile cu Ad-
ministrația Națională a Penitenciarelor în cadrul proiectului strategic “Credem în Schim-
bare”, implementat în perioada 2009 – 2011, care a fost considerat model de bună prac-
tică conform standardelor europene.
Împreună cu partenerii noștri de afacei furnizăm soluții personalizate conform nevoi-
lor organizației dumneavoastră.
Furnizăm servicii de top în formare, bazate pe un portofoliu vast și diversificat de for-
mare, cu experiență la nivel european sau prin intermediul partenerilor noștri de afaceri,
în mai multe domenii:
Livrarea de cursuri interactive
Soluții pentru spațiile de învățare
Dezvoltare de conținut pentru eLearning
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Invăţarea prin jocuri este ultima frontieră în învăţare. Prin participarea la conferinţa
GREATLx, IZKSRO investeşte în cele mai noi metode de învăţare şi participă în deyvolta-
rea soluţiilor conform cu nevoile şi tendinţele organizaţionale şi personale.
Tiago Leitão is a Business Unit Developer of I.Zone Group. Holding a social work degree,
Portuguese Catholic University, and an MBA from the LisbonMBA, he is currently work-
ing in the development of I-Zone Knowledge Systems Romania as Country Manager.
Tiago has been working since 2004 on Prison Innovation Systems, starting from the “Ru-
mos de Futuro” project aiming to innovate on multi-agency work towards inmate’s re-
integration after release as project manager in the Equal program. Was member of the
Caravel transnational Steering Committee where developed integrated approaches with
more than four European countries in different areas of imprisonment and rehabilita-
tion policies and programs.
Lately was involved as project manager, on the behalf of I.Zone, on the “Credem in
Schimbare” project run in Romania with Romanian Prison Administration,, which was
considered a “good-practice” by the Romanian ESF Management Authority.
Was responsible to design and manage innovative projects, focus on knowledge transfer
and adaptation, in several areas of social economy and entrepreneurship, namely social
business plans, minimum income beneficiaries autonomy, inmates business plan devel-
opment and on MOMIE – Models on Mentoring for Inclusion and Employment.
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5. TURKEY: GAZI UNIVERSITY
Yahsi Yazicioglu
Views of Gazi University on the international conference of the GREAT project
GREAT project crowned the project by collecting 15-16 September 2013 at an interna-
tional conference in Lisbon. International conference was conducted in Instituto Univer-
sitario de Lisboa (ISCTE-IUL). It is possible to summarize the views and comments of Gazi
University related international conference on the highly successful and efficient.
Participation in international conferences have been busy. This is the strategy followed
so far in terms of dissemination of the project was successful in showing the appropriate
and important. Besides the intensive participation will continue gaining momentum in
the future dissemination of GREAT project.
On the other hand, to invite the experts in the field of game-based teaching to the in-
ternational conference as a speaker have been extremely positive. To provide of the
invited experts participation in an international conference is the success mainly of the
project coordinator Etelberto Costa and the project team. Experts played an important
role to the success of the international conference through are making very valuable
speech’s.
Elected assembly time of the International conference is highly appropriate. Because of
the weather in the month of September for compliance with Lisbon's probably the best
time for such activities. In addition, to match the beginning of the international confer-
ence, with the Instituto Universitario de Lisboa’s (ISCTE-IUL) the opening day of the ac-
ademic year, has been very positive because of more and more people to be aware of
the terms of the International Conference. This election is also a success for dissemina-
tion. On the other side student activities which has been making on the first day of the
academic year of the Instituto Universitario de Lisboa (ISCTE-IUL) has also been a very
interesting experience at the GREAT project partners, including for participants from
outside Portugal. The acts which were done by freshman students in Senior college stu-
dents control, movements, attitudes and behaviors from Senior college students to-
wards to the new arrivals is an interesting experience for someone who met the first
time this kind an event; addition to that, it is an excellent visual delights. Besides to un-
derstand the philosophy of this event, especially for those who are working as a lecturer
at the university is a guidance. I have to confess that I have been very much impressed
by their performances. I took out important lessons to use the next step in my profes-
sional life.
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The international conferences has been effective to realize aim of the GREAT project
dissemination, including in the direction of achieving the aims of the GREAT project
events.
GREAT project goals and contribution of the international conferences to this purpose
are below.
Document methodologies for developing and implementing game-based learn-
ing for training and higher education actors and for the learning community in
general.
Production of needs analysis assessment instruments for developing and imple-
menting game-based learning for training and higher education actors.
Production of learning content and training methodologies (b-learning) for train-
ers and teachers developing and implementing game-based learning.
Production of assessment instruments in accordance with the methodologies for
developing and implementing game-based learning.
Offer targeted workshops/seminars for supporting trainers/practitioners/teach-
ers/tutors in developing a predictive and proactive capacity to select games for
their use.
Disseminate existing project outcomes, as well as for ongoing projects related to
the application of games for learning and the valorization of these.
Documentation of findings and research results (reports, compendium, and pro-
ceedings)
Conversations with a number of specialist speakers, discussions, participants' contribu-
tions were realized as a result of all of the above-mentioned objectives. As a result of
this situation, the reporting process which is the final aim of the project has become
more easier to realize in direction of the project purposes by provided all kinds of es-
sential documents. All of these positive aspects of the international conference, natu-
rally there are also some of the deficiencies, shortcomings. An international conference
is actually quite a large organization. For this reason, it can be naturally extremely minor
shortcomings and deficiencies. However, the project team aims to reach always better
and more beautiful. For this reason, the project team to put out the drawbacks of self-
criticism openly and acknowledges the duty to perform.
From this point to the following criticism is essential.
International conference in connection with the project wasn’t well enough es-
tablished. The participants have had to follow the International Conference
GREAT unaware of the accumulation of the two-year project. This situation was
limited their participation in the discussions more effective.
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To match the International conference’s opening day with the Instituto Univer-
sitario de Lisboa’s (ISCTE-IUL) the opening day of the academic year, next to the
above-mentioned advantages, it has also disadvantage. Because of the media is
too crowded, some of the participants during at rest time and lunch, heard the
noise and felt themselves nuisance. It can be possible to say that participants can
live difficulties in gathering interest in this situation during sessions.
International conference was highly successful as a result. International conference is a
milestone in achieving the objectives of the GREAT project and it can be safely said to
play an extremely important role in GREAT project success.
GREAT projesinin uluslararası konferansı üzerinde Gazi Üniversitesinin görüşleri
GREAT projesi 15-16 eylül 2013 de Lisbon’da bir uluslararası konferans toplayarak pro-
jeyi taçlandırmıştır. Uluslararası konferans Instituto Universitario de Lisboa (ISCTE-IUL)
de gerçekleştirilmiştir. Uluslararası konferansda birbirinden ilginç konular tartışılmıştır.
Son derece başarılı ve verimli geçen uluslararası konferans ile ilgili olarak Gazi Universi-
tesinin görüş ve yorumlarını şu şekilde özetlemek mümkündür.
Uluslararası konferansa yoğun bir katılım olmuştur. Bu durum projenin yaygınlaştırılması
açısından bu güne kadar izlenen stratejinin uygun ve başarılı olduğunu göstermesi ba-
kımından önemlidir. Ayrıca yoğun katılım GREAT projesinin bundan sonraki yaygın-
laştırılmasının da ivme kazanarak devam etmesini sağlayacaktır.
Öte yandan oyun tabanlı öğretim alanında uzman kişilerin uluslararası konferansa
konuşmacı olarak çağrılması son derece olumlu olmuştur. Çağrılan uzmanların uluslara-
rası konferansa katılmalarının sağlanması başta proje koordinatörü Etelberto Costa
olmak üzere proje ekibinin başarısıdır. Uzmanlar çok değerli konuşmalar ile uluslararası
konferansın çok başarılı geçmesinde önemli rol oynamışlardır.
Uluslararası konferansın toplanma zamanı son derece uygun seçilmiştir. Çünkü eylul ayı
hava durumunun uygunluğu açısından muhtemelen bu tür etkinlikler için Lisbon’un en
iyi zamanıdır. Ayrıca uluslararası konferansın Instituto Universitario de Lisboa (ISCTE-IUL)
ın akademik yılının açılış günü olması da uluslararası konferansdan daha fazla kişinin ha-
berdar olması açısından çok olumlu olmuştur. Bu seçimde bir yaygınlaştırma başarısıdır.
Öteyandan Instituto Universitario de Lisboa (ISCTE-IUL) de akademik yılın ilk gününde
yapılan öğrenci etkinlikleri de başta GREAT projesi partnerleri olmak üzere Portekiz
dışından gelen katılımcılar için son derece ilginç bir deneyim olmuştur. Kıdemli üniversite
öğrencilerinin yeni gelenlere yaptırdıkları hareketler onlara karşı tutum ve davranışları
bu tür bir etkinlik ile ilk kez karşılaşan birisi için ilginç olmasının yanında, mükemmel bir
görsel şölendir. Ayrıca bu etkinliğin felsefesini kavramak da özellikle üniversitede öğre-
tim elemanı olarak görev yapan kişiler için yol göstericidir. Kendi adıma gösterilerden
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çok fazla etkilendiğimi ve bundan sonraki meslek yaşamımda kullanmak üzere önemli
dersler çıkardığımı itiraf etmek isterim.
Uluslararası konferans GREAT projesinin başta yaygınlaştırma amacı olmak üzere, ama-
çlarının gerçekleşmesi yönünde etkili bir etkinlik olmuştur.
Aşağıda GREAT projesinin amaçları ve uluslararası konferansın bu amaca olan katkısı be-
lirtilmiştir.
Oyun tabanlı eğitim öğrenme, yüksek öğrenim aktörleri ve genel olarak öğrenme
toplulukları için belge yöntemlerinin geliştirilmesi ve uygulanması.
Eğitim ve yüksek öğrenim aktörleri için oyun tabanlı öğrenme geliştirilmesi ve
uygulanmasında ihtiyaç analizi değerlendirme araçları üretimi.
Eğiticiler ve öğretmenler için oyun tabanlı öğrenme geliştirilmesi ve uygulanması
ile ilgili öğrenme içeriği ve eğitim metodolojileri üretimi (b-learning).
Oyun tabanlı öğrenme geliştirilmesi ve uygulanması için metodolojiler çerçeve-
sinde değerlendirme araçları üretimi.
Kullanımları için oyun seçmek amacıyla kestirimci ve proaktif kapasite geliştirme
konusunda eğitici / uygulayıcıları / eğiticileri / öğretmenleri destekleyen hede-
flenmiş çalıştaylar / seminerler sunma.
Devam eden projeler ile oyun uygulama ilgili olarak öğrenme için ve yanı sıra
bunların kıymetlendirmesi için mevcut proje sonuçlarının yaygınlaştırılması.
Bulguların ve araştırma sonuçlarının dokümantasyon (raporlar, özet ve işlemleri)
Çok sayıda uzman konuşmacının konuşmaları, yapılan tartışmalar, katılımcıların katkıları
sonucunda yukarıda belirtilen amaçların tamamı gerçekleşmiştir. Bunun bir sonucu ola-
rak sağlanan gerekli hertürlü doküman ile son amac olan raporlama işleminin proje ama-
çları doğrultusunda gerçekleştirilebilmesi daha da kolay hale gelmiştir.
Bütün bu olumlu yönlerine karşılık doğal olarak uluslararası konferansda bazı eksikler,
aksayan yönlerde vardır. Uluslararası konferans aslında oldukça büyük bir organizasyon-
dur. Bu nedenle bu tür ufak tefek noksanların aksayan yönlerin olması son derece
doğaldır. Ancak proje ekibi hep daha iyiyi ve daha güzeli hedeflemektedir. Bu nedenle
yaşanan olumsuzlukları da açık yüreklilikle ortaya koyup bir özeleştiri yapmayı görev ka-
bul etmektedir.
Buradan hareketle aşağıda belirtilen eleştirlerin yapılması zorunlu görülmektedir.
Uluslararası konferansın proje ile olan bağlantısı yeterince iyi kurulamamıştır.
Katılımcılar GREAT projesinin iki yıllık birikiminden habersiz olarak Uluslararası
konferansı izlemek durumunda kalmışlardır. Bu durum onların tartışmalara daha
etkin olarak katılımlarını sınırlamıştır.
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Uluslararası konferansın Instituto Universitario de Lisboa (ISCTE-IUL) ın akademik
yılının açılış günü olması yukarıda belirtilen avantajın yanında, dezavantaj da
getirmiştir. Ortam çok kalabalık olduğundan katılımcıların bir kısmı, dinlenme
sırasında ve öğlen yemeği sırasında gürültüden rahatsızlık duymuşlardır. Bu duru-
mun onların oturumlar sırasında ilgilerini toplamalarında zorluk yaşamalarına
neden olduğunu söylemek mümkündür.
Sonuç olarak uluslararası konferans son derece başarılı geçmiştir. Uluslararası konfe-
ransın GREAT projesinin hedeflerine ulaşmasında bir kilometre taşı olduğu ve GREAT
projesinin başarısında son derece önemli bir rol oynayacağı rahatlıkla söylenebilir.
Prof. Dr. Yahsi Yazicioglu Researches on educational computer games are mostly based on the way of learning in game environments and the impact of the games on learners. Educational computer games combine educational learning environments and game concept. Educational computer game design process have similarities with educational media design. In spite of the similarities, educational computer game design models should focus on specific issues for providing effective learning in game environments. For that reason, game de-sign models are needed for designing educational computer games. In this conference, an educational computer game design model is proposed based on literature in accord-ance with the specified components of educational computer game design.
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How do you see GBL in future (training and scholar system)?
As a great opportunity to make changes happen in a positive way of coping with the economic and social challenges.
Excellent methodology to motivate and engage students to the learning process.
At the root of the GBL are two driving forces: (a) the use of game elements in classes (gamification): learning goals, idea generation, challenges and an award/feed-
back/observation; and (b) involve students in the design process of a game based on learning of the main subjects lectured by the professor.
Like blended learning in the past (a mixture of small units of content learned through elearning plus class base application) virtual experiences as games will offer an inte-
grated approach for human skills development (attention, coordination, decision making, communication and collaboration, etc...) and knowledge (scientific issues,
scenarios, strategies, impacts etc...).
GBL is a potential methodology – it will help to build the future now.
A good tool to develop competences.
A method to be applied under certain conditions.
Increasingly present.
Difficult to implement in the public sector.
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GBL is a future way - not the only one, but one.
New way of learning.
It will be wider spread, one more tool not replacing the existing ones.
A great solution to motivate the students and trainees, and also because of the pos-sibility to live some experiences as in real life, and also I think it will be an investment
with less money.
The future to basic knowledge.
Apply in universities.
A huge possibility of increasing then learning process.
A slow change.
As a tool to be used as a complement of the teacher's speech and class readings.
Another tool to make learning exciting.
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Rapporteurs Leader
Maria José Sousa
University Professor, has a PhD in Management and
has developed her professional activities in areas like
Innovation, Knowledge Management and Lifelong
Learning. She is an author and co-author of several
best sellers in ICT and People Management. She has
also participated in several national and international
projects as part of her research activities, highlighting
the Project GREAT, led by APG. She is also frequent
speaker at conferences, mainly on the topics of
Innovation and Knowledge Management.
Special Participation of Professor Ana Almeida
Ana Almeida
Assistant Professor at the Faculty of Psychology and
Educational Sciences, Coimbra University, she has a
PhD in Educational Psychology, 2004 (Cognition and
Problem Solving), and Master since 1995 (Game,
Problem Solving and Learning).
She develops teaching functions, research and service
to the community (consultation, advice, assessment
and psychological interventions). Her interests are
around the game-based learning, research projects
and intervention supported by technological means.
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Team of Rapporteurs
Anícia Trindade
Is Responsible for initial pedagogical network of
citizen shops and multiservice shops on the
department training of Agency for Administrative
Modernization, IP. Has played roles in the areas of
innovation, training and design of educational
content. She is co-author of different books and
articles in the area of education and training. It is also
co-coordinator of the group's communication Pt
Learning Network Working Group, responsible for
managing the collaborative space Network. She has a
degree in Education Sciences from the College of
Psychology and Educational Sciences of the University
of Lisbon and a Masters in Educational Technology,
for the same college.
António Pesqueira
Graduated in Marketing, Advertising and PR in 2008
and in 2012 finished the post-graduation diploma in
Systems and information Technology for the organi-
zations.
He began his professional career in 2006 in the Por-
tugal Telecom group, and in 2008 assumed the posi-
tion as Business Analyst at Banco BPI. In 2010 started
a challenge at Microsoft Portugal as CRM Coordina-
tor. In 2011 and until this date, has started a new
challenge as responsible of CRM in Portugal at Astra-
Zeneca.
Carla Caracol
PhD in Organizational Behavior (UL-ISCPS); Fre-
quency Master in Human Resource Management
(ISLA Campus Lisboa); Postgraduate in Management
and Strategic Development of Human Resources and
Business Assistance (ISLA Campus Lisboa); Degree in
Sociology (UNL -FCSH); Human Resources Manager
at Grupo Espírito Santo.
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Inês Araújo
Master's Degree in Education Sciences by Faculty of
Psychology and Education Sciences in University of
Coimbra (FPCE UC) and is student of a Master in
eLearning Pedagogy in Open University Her profes-
sional path goes from development and evaluation
of educational software, teachers and adults training
in ICT’s, young people training in pedagogy. At this
moment is a Research Assistant in a research project
with funding by FCT named “From Games to Mobile-
Learning Interactive Activities” developed by FPCE
UC.
Isabel Pinto dos Reis
Having a degree in Human Resources Management
and Strategic Organization by ISLA and a Master in En-
trepreneurship and Innovation Management by Euro-
pean University | Laureate International Universities
assumes functions as Technical and Human Resources
Director in Just Kidding, Lda. She is also Lecturer /
Trainer in the areas of Human Resources Evaluation,
Criativity and Organizational Communication at ISLA
Santarém and Noschool Lisboa (Talent Universities).
Lucília Amorim
Owner of a Master’s Degree in Educational Sciences
along with a specialization in “Education’s Evalua-
tion” by Institute of Education of Lisbon University –
2012
She has been developing activities related to train-
ing: Construction of e-learning contents; organiza-
tion and management training; analysis of training
necessities; training planning ; construction of evalu-
ation and training instruments; making of evaluation
and training reports; adaptation/construction of
training’s data base (Microsoft Access); making of ac-
tivities to the learners learning’s evaluation through
the online tool “Raptivity”; making of competences
profiles of Citizens and Companies Shops employees
(AMA, IP).
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Marta Sampaio
Having a degree in Human Resources Management by
ISCTE and a Master in Entrepreneurship and Innova-
tion Management by European University | Laureate
International Universities assumes functions as Tech-
nical Director in Human Resources & Temporary Em-
ployment Organization (Unixira, Lda). She is also Lec-
turer / Trainer in the areas of Human Resources Inte-
gration, Recruitment and Selection, Organizational
Communication and Entrepreneurship & Innovation
at ISLA Santarém and Noschool Lisboa (Talent Univer-
sities).
Rui Silva
Degree in Work and Organizational Psychology and
client manager at RHmais, Organização e Gestão de
Recursos Humanos. Training manager, specialization
in distance learning methods. Consultant in the fol-
lowing services: learning and companies’ certifica-
tion, human resources and organizational manage-
ment, measure of quality of service (mystery shop-
ping methodology).
Susana Almeida
Dianova’s Training Centre Manager | Head of Train-
ing & Project Management Unit at Dianova - Training
and Consulting Specialist in projects design, develop-
ment and evaluation. Project Manager in the corpo-
rate and social sectors - AREAS: Training, Consulting,
Education and Social and Community Development,
Professor; Graduate in the field of Educational Sci-
ences | Postgraduate in Management (ISCTE).
Vanda Vieira
Project manager and researcher in CECOA since
2003. Main fields: transnational project coordina-
tion; education & vocational training, measurement
and ROI evaluation; knowledge management sys-
tems and promotion of e-learning and informal
learning initiatives in SME; corporate social responsi-
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bility, entrepreneurship, social community develop-
ment and voluntary work. She is/was the national co-
ordinator of several LifeLong Learning Projects, Leo-
nardo da Vinci and Grundtvig Projects. She repre-
sents CECOA in ReferNet, Pt Learning Working Group
and Rede RSO PT.
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APG Technical Team
Angela Fernandes
Consultant / Training and Projects Manager
Ana Delgado
Project Manager (IT/ Human Resources), Consult-
ant Certified Trainer and Senior Secretary
Ana Conde
Certified Trainer. Life & Executive Coach. NLP Prac-
titioner
Luis Cara D’Anjo
Training Manager
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128
Márcia Gonzalez
Event Management and Training
Maria Luisa Corbal
Human Capital Business Developer and Consultant
Certified Trainer
Miguel Luis
Trainer and Teacher Entrepreneurship/ Communi-
cation Manager
Miguel Toscano
Business Development Manager/ Coordinator in
the field of Social Economy Project
Miguel Lamas
Learning Researcher