Contemporary video games are profoundly engaging and motivating to young people, and a growing body of research on epistemic games, or games based on professional practices shows that epistemic games that simulate professional tra...
ver más
¿Tienes un proyecto y buscas un partner? Gracias a nuestro motor inteligente podemos recomendarte los mejores socios y ponerte en contacto con ellos. Te lo explicamos en este video
Proyectos interesantes
EUIN2017-86557
DESARROLLO DE UN ENTORNO DE APRENDIZAJE VIRTUAL PARA MEJORAR...
25K€
Cerrado
EDUMOTION
Education on the Move Mobile access to educational content
1M€
Cerrado
ProsocialLearn
ProsocialLearn Gamification of Prosocial Learning for Incr...
4M€
Cerrado
PRE2018-084829
MEJORANDO LOS JUEGOS SERIOS MEDIANTE INTEGRACION DE AUTORIA,...
93K€
Cerrado
TIN2017-89238-R
MEJORANDO LOS JUEGOS SERIOS MEDIANTE INTEGRACION DE AUTORIA,...
63K€
Cerrado
AMELIA
Emotional modelling to enhance learning in games
250K€
Cerrado
Información proyecto AFEG
Líder del proyecto
UNIVERSITEIT UTRECHT
No se ha especificado una descripción o un objeto social para esta compañía.
TRL
4-5
Presupuesto del proyecto
80K€
Fecha límite de participación
Sin fecha límite de participación.
Descripción del proyecto
Contemporary video games are profoundly engaging and motivating to young people, and a growing body of research on epistemic games, or games based on professional practices shows that epistemic games that simulate professional training can make deep and powerful learning available to students. In epistemic games, players develop expertise by playing as novices training to be professionals such as engineers, urban planners, science journalists, and so on. In these games, however, players are not just playing around and doing whatever they want. Direct mentoring by experts is part of any professional training, thus explicit guidance is part of an epistemic game. But the mentoring is the kind of mentoring that professionals get in their training experiences, rather than the traditional direct instruction of school-based learning or the skill-and-drill in basic facts and skills that too many educational games currently provide. This proposal addresses a critical issue in the use of such game technologies for learning, namely: How can we assess innovative and creative thinking developed by computer games? Specifically, we plan to validate two assessment instruments (epistemic frame inventories (EFIs)) for game-based learning by showing that they can distinguish between novice and expert thinking in the problems, concepts, and domains of the innovative professions of urban planning and engineering. As a result, we will be able to distinguish levels of performance on the EFIs, as well as determine the relative contribution of overall maturity and domain-specific expertise on frame development. (That is, we will be able to see whether professionals develop innovative thinking in general, or whether their expertise in creativity is specific to their area of practice.) In so doing, we propose to both advance the field of educational games, to transfer knowledge about epistemic games and assessment, and to build a long-term collaboration between US and European game re