A. A. Talamo, B. B. Mellini, E. E. Nemilova PROACTIVE: A PROJECT FOR FOSTERING TEACHEARS' CREATIVITY THROUGH GBL


Game-based Learning (GBL) has been threated as one of the most promising experiences of learning through ICT. GBL is a trend which analyses the good characteristics of digital games together with their relation with learning, and proposes strategies and paradigms to take advantage of them for education.
It has been proved that digital games can provide challenging experiences that promote the intrinsic satisfaction of the players, thus keeping them engaged and motivated (Malone and Lepper, 1987), and also that fun is a stimulus for learning. The ProActive project assumes that allowing teachers to create their own educational games for their students may be a rich and meaningful experience that fosters creativity and promote a new pedagogical model for learning (Prensky, 2001). By the way, the main challenge for research projects devoted to experimental pedagogical uses of GBL is not only the development of good practices in themselves, rather the development of practices that are valuable under the stakeholders' eyes. In fact, research projects become valuable first of all when they produce evidence that experimental concepts can be implemented into practice and when this implementation has an added value for the practitioners.
The research that will be presented has been carried out within the framework of a KA3 project: "ProActive - Fostering teachers' creativity through game-based learning". ProActive aim is to promote an innovative pedagogical approach where teachers and trainers belonging to different LLP sub-programmes can design and experiment the use of educational games created through two game editors: Eutopia, a free of charge tool for designing multiplayer educational 3D simulations, and , an open source software for creating 2D point-and-click adventure games with a focus on educational applications. The project proposed and validated a four stages methodology (game design - game check - game based teaching - game based learning) that embeds the game design and delivery process within an integrated framework for fostering teachers creativity and flexibility through the use of different game-based teaching / learning strategies (the five metaphors for learning). The five learning metaphors model (Simons, 2004) allowed teachers to adopt a game-based approach within different learning perspectives, since each metaphor describes a different way of learning (acquisition, imitation, experimentation, participation and discovery) and represents a preference that is not exclusive, but that can be used as a stimulus in the GBL design and testing process for increasing the pedagogical value of the learning experience.
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A. A. Talamo, B. B. Mellini, E. E. Nemilova PROACTIVE: A PROJECT FOR FOSTERING TEACHEARS' CREATIVITY THROUGH GBL:

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