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