Beruflich Dokumente
Kultur Dokumente
1: grand challenges of society: e.g. population and city growth, climate change leading to complexity and data explosion challenges
We have explored the universe, and have sent men to the moon. It turns out, however, that our current knowledge of society is too limited to efficiently tackle the global challenges of humanity in the 21st century. Thus, its time to pay attention to our Earth and create an ICT Flagship to explore social life and everything it relates to. Dirk Helbing
The focus on Managing Complexity will develop integrative system designs and new decisionmaking and governance tools.
Data
demographic data
Models
contact network models
infection
Forecasts
...complexity...
multiscale models
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agentbased models
scenario analysis
predictions
Validation
priorities
policies
2: serious games institute: an international hub of excellence in serious games research, business and study
sgi: an agenda for applied sgi: an agenda for applied research.. research..
simaula customer
mirror futurict
vtrade
modes edugamelab
maseltov
3: what is gamification? how can we use serious games to answer the grand challenges?
gamification trends
beginning of 2010 the games industry posted total sales of $1.17 billion for the month of january value of sg in 2010 was estimated to be 1.5 billion, and is set to increase by average 47% between 2010 and 2015 (idate market report) international software federation of europe (isfe, 2010): 74% of those aged 16-19 considered themselves gamers (n=3000), 60% of those 20-24, 56% 25-29 and 38% 30-44. 32% of the total uk population consider themselves gamers (n=3000). 31% of females described themselves as gamers and 34% of males. several studies demonstrating the efficacy of serious games for training in particular through behavioural change (sg-ets, hope labs re:mission, pulse project) wide uptake of social software (e.g. facebook, wikipedia), crowdsourcing
learning in multimodal ways: mixed reality, augmented reality, mobile learning, haptics (more flexible approaches)
converging technologies: mobile devices, ar devices, bci/eegs, sensor networks, robotics, virtual world mashups, gps, geocoding, web technologies and services (soa)
LEARNING
INSTRUCTION
ASSESSMENT
Learning objectives
User learning
a: neuro-psychology approaches to learning with games b: visualization and modelling c: multimodal interfaces d: artificial intelligence and life
User engagement
Instructional design
User behavior
Debriefing
Player feedback
interactivity
feedback
adaptivity
Staalduinen, J. P. v. & de Freitas, S. (2011). A game-based learning framework: de Freitas, S. & Oliver, M. (2006). How can exploratory learning with games and simulations within the curriculum Linking game design and learning outcomes. In: Learning to Play: Exploring the be most effectively evaluated? Computers and Education, Future of Education with Video Games. M. S. Khyne (Ed.). New York, Peter Lang: 29-54. 46 (3): 249-264.
strand a: neuro-psychological approaches to gamebased learning: are games effective teaching tools?
roma nova
international risk, resilience and rescue centre (ir3c): texas a&m & coventry universities
conclusions
so are applications of vw/games technologies really changing our approaches to working, learning, social interactions and how we consider experiences? providing new tools for flow, feedback, visual and actual realism leading to higher levels of immersion great potential for the medium for supporting immersive education through increased motivation and engagement potential for personalized feedback and more sophisticated learning interaction move towards immersive learning experiences and design: with increased motivation, immediate feedback and sophisticated user models
how can serious games utilise the benefits of the future internet?
need for serious games community to work with user communities and educationalists to answer some of the key grand challenges
selected references
JOURNAL ARTICLES & CONFERENCE PAPERS: de Freitas, S., Jarvis, S. (2008). Towards a development approach for serious games. In T.M. Connolly, M. Stansfield, & E. Boyle (Eds) Games-based learning advancements for multi-sensory human-computer interfaces: Techniques and effective practices. IGI Global. Hershey, PA. Anderson, E.F., McLoughlin, L., Liarokapis, F., Peters, C., Petridis, P., de Freitas, S. Serious Games in Cultural Heritage, 10th VAST International Symposium on Virtual Reality, Archaeology and Cultural Heritage (VAST '09), VAST-STAR, Short and Project Proceedings, Eurographics, Malta, 22-25 September, 29-48, (2009). de Freitas, S., Rebolledo-Mendez, G., Liarokapis, F., Magoulas, G., Poulovassilis A. (2010). Learning as immersive experiences: using the four dimensional framework for designing and evaluating immersive learning experiences in a virtual world. British Journal of Educational Technology Dunwell, I., Petridis, P., Protopsaltis, A., de Freitas, S., Panzoli, D. & Samuels, P. Automating Content Generation for Large-Scale Virtual Learning Environments using Semantic Web Services. In proceedings of the 5th International Workshop on Semantic Wikis (SemWiki2010), ESWC2010, Hersonissos, Crete, Greece, May 29th -June 3rd 2010 Knight, J., Carly, S., Tregunna, B., Jarvis, S., Smithies, R., de Freitas, S., Mackway-Jones, K. & Dunwell, I. (2010). Serious gaming technology in major incident triage training: A pragmatic controlled trial. Resuscitation Journal 81(9): 1174-9 de Freitas, S. (2011) Game for Change. Nature, 470 (7334): 330331. BOOKS (2010-2012): Sharpe, R., Beetham, H. & de Freitas, S. (Eds) (2010) Rethinking Learning in the Digital Age, London & New York: Routledge. de Freitas, S. & Maharg, P. (Eds) (2011) Digital Games and Learning. London and New York: Continuum Press de Freitas, S & Jameson, J. (2012) The e-Learning Reader. London & New York: Routledge. Ferdig, R & de Freitas, S. (eds.) (2012) Interdisciplinary Advancements in Gaming, Simulations and Virtual Environments: Emerging Trends, Hersey, PA, IGI Global. BOOK SERIES: de Freitas, S. & Maharg, P. (Series Eds) (2011-) Digital Games and Learning. London and New York: Routledge.