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Welcome to the SIG-GLUE Quality Stamp!
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Announcement:
The Quality Stamp service has started at the end of May 2006! We look forward to receiving your games!
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The quality stamp is a service aimed at assessing the quality of learning games. For learning games we mean games which have an explicit learning purpose and they can be used, adapted and adopted for supporting, improving and fostering learning processes within formal, non formal and informal learning scenarios.
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The quality stamp is focused on:
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Full developed games
already used or to be used in learning and teaching processes. These games are eligible for obtaining the SIG-GLUE Quality Stamp.
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Games prototypes
. This evaluation can be done either by the SIG-GLUE
Quality Commission
(which is formed by SIG-GLUE members) or by a real group of final users of the games (on specific request of the applicant). In case you are interested in submitting a game prototype to the SIG-GLUE Quality Commission please write an email to
contact@sig-glue.net
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Why should you apply for the Quality Stamp?
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The benefits are manifold:
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the game which obtains the quality stamp will be placed in SIG-GLUE web site within the specific catalogue of the
Quality Games
. The actual members of the SIG-GLUE Community are about 400 amongst experts, teachers, researchers in education, training and lifelong learning (LLL) sectors.
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the producer can use the "quality stamp logo" to be placed on the online version of the game or on the game folder (in case of an offline material)
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the information on SIG-GLUE quality games will be diffused in different European web-sites and newsletters
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The games which obtain the "quality stamp" can apply for the
quality award
that is an initiative which will be launched in the next months
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Who Should Apply
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Any organisation/institution or single individual who has developed a game for learning purposes, such as:
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Learning games providers (which are specialised in games to be applied in the educational sector or games that support lifelong learning)
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Game providers in general
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Teachers, trainers, students, lifelong learning (LLL) practitioners.
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