mapping & activating developments

 

 

EnerCities = Game-based learning

Qeam BV (Erik Knol) heeft het initiatief genomen voor het project EnerCities. Focus van het project is de bouw en uitrol van een game-based learning platform dat gaat over energie-implicaties (o.a. energiebesparing, duurzame energie, uitstoot en vervuiling). De doelgroep: Europese jongeren (typische leeftijd: 15-20 jaar). Naast Qeam zijnde volgende consortiumpartners betrokken:

  • 5 onderwijsinstellingen uit Groot-Brittannië, Duitsland, Nederland, Griekenland en Slovenië

  • 1 energieagentschap uit Spanje

  • 1 gameontwikkelaar (Paladin Studios) uit Nederland

EnerCities website - http://www.enercities.eu

EnerCities projectwebsite - http://www.enercities.eu/project

EnerCities on Facebook - http://apps.facebook.com/enercities

 

Enige relevante publicaties

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 adolescents’ 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. 

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. 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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