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Game-based learning Qeam has taken the initiative to generate and submit a project proposal for the European Commission. Goal is to reveive funding for the development and dissemination of a game-based learning platform focussed on energy implications (e.g. energy saving, sustainable energy, emissions and pollution). Target group: European youngsters (typical age range: 15-20 years). Besides Qeam, the following consortium partners are involved:
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Some relevant publications Beck & Wade (2004), Got game: how the gamer generation is reshaping business forever. Harvard Business School Press, Boston. Connolly & Stansfield (2007), From e-learning to games-based e-learning: using interactive technologies in teaching an IS course. International Journal of Information Technology and Management, vol. 6 (2/3/4), pp. 188-208. Dialogic (2007), Serious games: sectoroverstijgende technologie- en marktverkenning. Publicatie t.b.v. Actieprogramma Maatschappelijke Sectoren & ICT. European Commission (2006), Education on Energy - Teaching tomorrow's energy consumers. Publication of European Commission DG TREN. FAS (2006), Harnessing the power of video games for learning. Publication of Federation of American Scientists. Fogg (2003), Persuasive technology: using computers to change what we think and do. Morgan Kaufmann, Amsterdam. Freitas, de & Jarvis (2007), Serious games - engaging training solutions: a research and development project for supporting training needs. British Journal of Educational Technology, vol 38 (3), pp. 523-525. Keane & Fam (2006), Media: through the eyes of young adults. Journal of Promotion Management, vol. 11, pp. 155-174. |
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