EnerCities = Game-based learning
Qeam BV has taken the initiative for the project EnerCities. Focus is to development and disseminate the game-based learning platform EnerCities dealing with 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:
EnerCities website - http://www.enercities.eu
EnerCities project website - http://www.enercities.eu/project
EnerCities on Facebook - http://apps.facebook.com/enercities
Some relevant publications
Knol (2011), Effects of serious game EnerCities on energy-related attitudes and behaviours. Project deliverable EnerCities. (download)
Knol & De Vries (2011), EnerCities, a serious game to stimulate sustainability and energy conservation: preliminary results. eLearning Papers, No 25, 11 July (download).
De Vries & Knol (2011), Serious gaming as a means to change adolescentsí attitudes towards saving energy; preliminary results from the EnerCities case. Proceedings EDEN Annual Conference, Dublin (Ireland) (download).
Knol & De Vries (2010), EnerCities: Educational game about energy. Proceedings CESB10 Central Europe towards Sustainable Building, Prague (Czech Republic) (download).
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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