Serious games and guidance practices Erasmus Project

General information for the Serious games and guidance practices Erasmus Project

Serious games and guidance practices Erasmus Project
July 7, 2020 12:00 am
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Project Title

Serious games and guidance practices

Project Key Action

This project related with these key action: Cooperation for innovation and the exchange of good practices

Project Action Type

This project related with this action type : Strategic Partnerships for school education

Project Call Year

This project’s Call Year is 2018

Project Topics

This project is related with these Project Topics: ICT – new technologies – digital competences; Early School Leaving / combating failure in education; Access for disadvantaged

Project Summary

Our publics are digital natives, borned in the digital era. The use of social media, applications, and edutainment games is part of their everyday lives. As a result, everyone is experimenting with “gamification” in order to increase the involvement, motivation, autonomy and self-confidence of young people. The partners’s respective experiences confirm the conclusions of 2011’s European study of the European Commission’s JRC-IPTS research center on the potential of digital games for the empowerment and social inclusion of young people, groups at risk of social and economic exclusion.

Main pedagogical advantages of the use of serious game are commonly considered to have impact on “learner motivation, trial and error learning, taking into account differences in learning rhythms, stimulating pedagogical interactions between learners “(Djaouti Damien, Serious games : advantages and limits, 2016). Edutainment limits would be the choice of relevant games, the lack of integration of this new approach into the work of the teacher, the constraints of accessibility, material and logistical. In order to better understand how the serious game works and what is the added value in the field of vocational guidance, “… it is important we develop a more analytic approach that considers how the different elements that operate within video games impact in an educational setting.” (Perrotta, C., Featherstone, G., Aston, H. and Houghton, E. (2013) Game-Based Learning : Latest Evidence and Future Directions (NFER Research Program: Innovation in Education)).

The partners will use the complementarity of their fields of action and expertise in a pedagogical engineering, and research and development approach. This collaboration aims to highlight the best practices and to make serious game design recommendations. The project’s web portal will give more visibility to resources and practices. It will promote interactions between the professionals involved, the users and the designers towards more pleasant and involving approaches of both academic and vocational guidance.

The project includes:

1. The elaboration of a methodological guideline for the selection, exploitation and evaluation of games and good practices adapted to the objectives.

2. Serious game practices experimentations for guidance with user groups (professionals and young people), particularly with the support of workshops and professional meetings. A transnational synthesis will reflect this.

3. The valorisation of the best practices of serious game and game based learning for orientation. This will be done by completing a compendium of best practices.

4. Creation of a Web platform dedicated to the project for coworking between the partners, participation of professionals involved in orientation to a transnational network of practices exchange, consultation of recommended games in a web portal for young people.

5. Fostering exchanges between serious game designers and users for a white booklet of design recommendations adapted to target groups.

6. The implementation of a project dissemination plan for the various actors and networks concerned. It will contribute to a better understanding of the benefits and limitations of serious games for helping lifelong guidance.

Project Website

http://www.games2guide.eu/

EU Grant (Eur)

Funding of the project from EU: 187065,5 Eur

Project Coordinator

ONISEP & Country: FR

Project Partners

  • AEVA – ASSOCIACAO PARA A EDUCACAO E VALORIZACAO DA REGIAO DE AVEIRO
  • ASPIRE-IGEN GROUP LIMITED
  • FORMACION Y ASESORES EN SELECCION Y EMPLEO, SL
  • UNIVERSITA DEGLI STUDI DI FIRENZE