Welcome to SigGlue Community Site!
Welcome to SigGlue Community Site!
Welcome to SigGlue Community Site!
information
information
games
quality stamp glossary
library
contact

EU


 
  Literature   Good_Practice   Games   Links  
 





Pages: 1, 2

Digital GBL Symposium Presentation - Youngnet: learning community for collaborative gaming and learning
Posted by sigglue on 21 Jun 2005 10:00 GMT
Language English
Category SIG-GLUE Events
Reference

Fabian Kempf, IAO Stuttgart, Germany - Digital Game Based Learning, Fourth Symposium for Information Design, 2. June 2005, Stuttgart Media University

Within the research project »YoungNet« an e-learning platform was developed. Following an edutainment principle the content is presented in a playful and
game like manner. Young people aged from eight to fourteen years could contact, work and exchange information in this virtual environment.

Download File

Digital GBL Symposium Presentation - Learning with digital agents
Posted by sigglue on 21 Jun 2005 10:00 GMT
Language English
Category SIG-GLUE Events
Reference

Ulrike Spierling, University of Applied Sciences Erfurt, Germany - presented at the Digital Game Based Learning, Fourth Symposium for Information Design, 2. June 2005, Stuttgart Media University

In this contribution, the possibility space that is provided by digital agent technologies is explored. Depending on the different mental models and metaphors that come along with digital agents, various experiences can be shaped.

Download File

Digital GBL Symposium Presentation - Games and learning: starting from the learning perspective
Posted by sigglue on 21 Jun 2005 10:00 GMT
Language English
Category SIG-GLUE Events
Reference

Chris Brannigan, Caspianlearning, UK - presented at the Digital Game Based Learning, Fourth Symposium for Information Design, 2. June 2005, Stuttgart Media University

Educators have concerns over the learning value of educational computer games, this is a key barrier to the widespread adoption of such technologies within education. I will describe our work at Caspian Learning in approaching this problem by embedding cognitive tools, transference and assessment into Learning Based Games.

Download File

Digital GBL Symposium Presentation - Dramaturgic e-learning strategy
Posted by sigglue on 21 Jun 2005 10:00 GMT
Language English
Category SIG-GLUE Events
Reference

Frank Thissen, Michael Burmester, Daniela Edinger, Babak Aghajani, Stuttgart Media University, Germany - presented at the Digital Game Based Learning, Fourth Symposium for Information Design, 2. June 2005, Stuttgart Media University

The presentation gives first an overview on the elements of dramaturgic e-learning strategy and shows it´s roots. Then first results of an evaluation study of the dramaturgical e-learning strategy will be presented.

Download File

Digital GBL Symposium Presentation - Storytelling based edutainment applications for museums
Posted by sigglue on 21 Jun 2005 10:00 GMT
Language English
Category SIG-GLUE Events
Reference

Stefan Göbel, Anja Hoffmann, ZGDV Darmstadt, Germany - presented at the Digital Game Based Learning, Fourth Symposium for Information Design, 2. June 2005, Stuttgart Media University

Museums are one of the most interesting places to access cultural heritage, to learn about history or physical and biological phenomena. Hence, several people describe museums as 3rd learning place apart from the parents house and school/university. Museums provide a great variety of original data and exhibits enhanced by digital media. This trend results in guided tours (with tour guides or with mobile compagnions:audio-based, PDA, smartphone) or interactive installations.

Download File

Digital GBL Symposium Presentation - Learning by fooling (around)
Posted by sigglue on 21 Jun 2005 10:00 GMT
Language English
Category SIG-GLUE Events
Reference

Lotte Krisper-Ullyett, factline Webservices GmbH, Germany/Austria & FH Burgenland, Austria - presented at the Digital Game Based Learning, Fourth Symposium for Information Design, 2. June 2005, Stuttgart Media University

At first, "The Fooling Game" will be presented and the rules of the game. Reflexions on this and other collaborative blended learning courses suggest the following conclusions: 1 Just take pencil, paper and a group of people - and you can play a thousand games 2 Therefore, almost every normal internet plattform can be used for playing 3 Students play with students, not with teachers. 4 All in all, it doesn´t even take a game to create a playful athmosphere: collaborative platforms provide that certain kind of communication space, where group oriented playfulness will emerge - under certain conditions.

Download File

Pages: 1, 2