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Research_Game The European scientific research game
Date du début: 1 oct. 2012,

NeedsEurope needs to adapt to a rapidly changing business and learning environment and it is critical that secondary students understand how science and technology provide the basis for the advances in education and the workplace and how they will affect their careers. The inductive and hypothetico-deductive reasoning of scientific research methodologies require logical reasoning and critical thinking skills that are core competences. These high-level thinking skills provide the fundamental base to tackle the problems of the 21st century. The project fits very well with the EU 2020 Strategy "New Skills for New Jobs" and the General Priorities of LLP.There has recently been an upsurge of interest in using games for learning. They offer methods of learning that are highly consistent with modern theories of effective learning, that should be active, situated, problem based, interactive, socially mediated, etc. To be successful the affordances offered by a game have to match the desired learning outcomes. Killi (2005) argued that games can offer players support by providing clarity about different stages in solving a problem.The ProjectThe Research Game requires Secondary students to collaborate across Europe, to build hypotheses, research and test the validity of their hypothesis and finalise a theory based on their findings. It will develop an understanding of scientific research work. Students will be expected to share their research findings and can enter a competition.Outcomes (in EN, IT, PT, TL, DE, FR)-Repository of academic and best practice literature -Collaborative Internet-based ‘Research game’-Game guides for teachers and students-Games platform and communication space-Mini-game piloting-Large scale Research game competition, Europe-wide with at least 30 schools in 6 countries-Workshops and guides for teachers-Methodology, Case studies, Use case scenarios for replication-Final awards conference

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