The aim of this chapter is to introduce at exploring the potential of games in educational sector. More in depth, in this chapter we’ll describe: two European projects (Proactive11 and T31) with a specific focus on use of technology in formative sector; and a platform (Eutopia) experimented in both the projects with which educators can create virtual scenarios where students play a role and simulate a specific situation. Both Proactive and T3 projects have used an experimental approach in which trainings were implemented in order to test the efficacy of the formation planned. Preliminary results of the projects will be presented and discussed. The evidence supports the utility of using new technology in non-ordinary contexts, in order to ...
Gamification, or the use of game elements in non-game contexts, has been identified as a really inte...
In the EU, the quality of education in recent years has become a priority topic. In the context of u...
Educational games may improve learning by taking advantage of the new knowledge and skills of todayâ...
The aim of this chapter is to introduce at exploring the potential of games in educational sector. M...
Contains fulltext : 196818.pdf (publisher's version ) (Closed access)Learning in a...
Nowadays, social media, ICT, mobile technologies and applications are increasingly used as tools for...
PROACTIVE (Fostering Teachers' Creativity through Game-Based Learning) aims at fostering creativity ...
Nowadays, social media, ICT, mobile technologies and applications are increasingly used as tools for...
In the rapidly evolving landscape of education, the integration of game-based learning has emerged a...
This paper demonstrates how new exploratory technologies are currently being used in adult education...
Computer and video games are a channel of evolution and productivity that is most consumed keeping t...
With the advent of social media it is widely accepted that teachers and learners are not only consum...
The tight connection which occurs between entertainment and education has originated what is defined...
Integration of technology in education with adequate pedagogical approaches creates new opportunitie...
The use of games technology in education is not a new phenomenon. Even back in the days of 286 proce...
Gamification, or the use of game elements in non-game contexts, has been identified as a really inte...
In the EU, the quality of education in recent years has become a priority topic. In the context of u...
Educational games may improve learning by taking advantage of the new knowledge and skills of todayâ...
The aim of this chapter is to introduce at exploring the potential of games in educational sector. M...
Contains fulltext : 196818.pdf (publisher's version ) (Closed access)Learning in a...
Nowadays, social media, ICT, mobile technologies and applications are increasingly used as tools for...
PROACTIVE (Fostering Teachers' Creativity through Game-Based Learning) aims at fostering creativity ...
Nowadays, social media, ICT, mobile technologies and applications are increasingly used as tools for...
In the rapidly evolving landscape of education, the integration of game-based learning has emerged a...
This paper demonstrates how new exploratory technologies are currently being used in adult education...
Computer and video games are a channel of evolution and productivity that is most consumed keeping t...
With the advent of social media it is widely accepted that teachers and learners are not only consum...
The tight connection which occurs between entertainment and education has originated what is defined...
Integration of technology in education with adequate pedagogical approaches creates new opportunitie...
The use of games technology in education is not a new phenomenon. Even back in the days of 286 proce...
Gamification, or the use of game elements in non-game contexts, has been identified as a really inte...
In the EU, the quality of education in recent years has become a priority topic. In the context of u...
Educational games may improve learning by taking advantage of the new knowledge and skills of todayâ...