Learning and gaming
These projects explore innovations of computer game technology in storytelling, information visualisation and interactivity. They are characterised by the interdisciplinary nature of the research, which integrates pedagogy, cognitive science, neuroscience and computer science. Research focuses on supporting and understanding the learner as an individual and in the context of different and complex social situations, and involves strategies such as role play, affective engagement, and improving the attention span.
Projects
- 80Days - Around an inspiring virtual learning world in eighty days
- This project is concerned with theories, methodologies, and technologies for game-based learning. It will integrate models of adaptive personalised learning and adaptive interactive storytelling in gaming environments. One objective is to reduce production costs for digital educational games by developing solutions for making use of already existing learning resources.
- Fact sheet - Project website
- eCIRCUS - Education through Characters with emotional-Intelligence and Role-playing Capabilities that Understand Social interaction
- e-CIRCUS will investigate the efficiency of role-play, narrative engagement and empathy on cognitive and emotional learning processes in complex social situations. The concepts developed will be validated in an interactive 3D environment populated by synthetic characters with autobiographical memory, individual personalities and improvisational capabilities. Exemplary topics are socially sensitive issues in which empathy and emotional engagement are key factors, such as bullying and refugee integration in schools.
- Fact sheet - Project website
- ELEKTRA - Enhanced Learning Experience and Knowledge Transfer
- This project merged pedagogical and cognitive science expertise with the innovations of computer game technology and design in storytelling, visualisation and interactivity. Research exploited the added value of an interdisciplinary integration of the related research areas (neuroscience, cognitive science, pedagogy and computer science) and has lead to further insights in learning processes in game-based virtual environments. The research results were implemented in the conception and development of a new kind of digital learning game that uses game design fundamentals based on a sound psycho-pedagogical theory.
Fact sheet - Project web site - TARGET - Transformative, Adaptive, Responsive and Engaging Environment
- TARGET will develop a responsive learning system with serious games at its core, that presents the learner with complex situations and results in experiences that are gradually honed into knowledge.
- Fact sheet - Project web site
- xDELIA – Xcellence in Decision-making through Enhanced Learning in Immersive Applications
- xDELIA will explore novel technology-supported approaches to training and support for non-formal and informal learning tested in the domain of financial decision making. This research will increase the understanding of emotional states in decision making processes and help handling biases.
- Fact sheet - Project web site
This page is maintained by the European Commission, unit 'Cultural Heritage and Technology Enhanced Learning'.
Last updated on: 2009-05-18
Last updated on: 2009-05-18