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The workshop in brief - PRO INNO Europe

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approach of Innovation C.I.R.C.U.S based on events contributes to raise public<br />

awareness of <strong>in</strong>novation generat<strong>in</strong>g curiosity and more will<strong>in</strong>gness to test ideas.<br />

Peter Vorderer (VU university Amsterdam) focused on games as media for social<br />

and cultural change. At present there are about 650 English language “serious<br />

games”, i.e. games with educational purpose, accessible for e.g. academic education<br />

(ca 60%; Math/Read<strong>in</strong>g Blaster), social change (ca 15%; Darfur is Dy<strong>in</strong>g) or<br />

occupation related tra<strong>in</strong><strong>in</strong>g (ca 10%; <strong>The</strong> Bus<strong>in</strong>ess Game).<br />

Serious games <strong>in</strong> education can be used <strong>in</strong>side and outside the classroom; most of<br />

educational games address elementary school and secondary school. Educational<br />

goals focus mostly on skills with practice, followed by discovery or exploration and<br />

problem solv<strong>in</strong>g.<br />

Serious games can foster change. Digital games have a potential for relevant<br />

personal experiences and for deliberate and susta<strong>in</strong>ed usage, which is the most<br />

important factor for successful learn<strong>in</strong>g. <strong>The</strong>refore digital games provide a promis<strong>in</strong>g<br />

potential for learn<strong>in</strong>g <strong>in</strong> various doma<strong>in</strong>s and <strong>in</strong> all ages (e.g. “<strong>The</strong> Smithsonian<br />

Experience”).<br />

In future, serious games will offer <strong>in</strong>creas<strong>in</strong>g potential for learn<strong>in</strong>g. Intelligent systems<br />

will be responsive to the learner’s state by physiological measures, i.e. by tapp<strong>in</strong>g<br />

behaviour (speed, mistakes), mimic expressions, body posture, voice and language.<br />

<strong>The</strong> vision are scaffold<strong>in</strong>g learn<strong>in</strong>g environments that encourage self-regulated<br />

learn<strong>in</strong>g, <strong>in</strong> a safe, private atmosphere or public environment, go<strong>in</strong>g beyond<br />

impasses and frustration. With this games will contribute to most effective<br />

<strong>in</strong>dividualized and optimized learn<strong>in</strong>g.<br />

Carol<strong>in</strong>a Apolo Llerena / Federico Campos de Portas (Iniciativa Joven) presented<br />

experiences of the Initiative “Iniciativa Joven”, created <strong>in</strong> 2004 as public company.<br />

<strong>The</strong> <strong>in</strong>itiative aims to experiment new concepts, adopt<strong>in</strong>g a flexible and horizontal<br />

type of organization where each <strong>in</strong>dividual is important. Iniciativa Joven ma<strong>in</strong> goal is<br />

to support the development of <strong>in</strong>novative projects and foster creativity, imag<strong>in</strong>ation<br />

and <strong>in</strong>novation <strong>in</strong> the society, focus<strong>in</strong>g on the regional youth.<br />

Three l<strong>in</strong>es of work are addressed by the <strong>in</strong>itiative: Support<strong>in</strong>g <strong>in</strong>novative projects,<br />

generat<strong>in</strong>g a new attitude towards <strong>in</strong>novation among the regional society and<br />

<strong>in</strong>novative style coherence. Iniciativa Joven gives on the one hand advice for the<br />

creation and consolidation of <strong>in</strong>novative projects by offer<strong>in</strong>g <strong>in</strong>novative resources and<br />

06.10.2008 Page 27 of 34 <strong>INNO</strong>-Views WS 04 Output f<strong>in</strong>al

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