This blog is developed for project purposes

This blog is developed for project Lifelong Learning: Comenius, ICT and Languages REF: 511472-LLP-1-2010-1-ES-KA3-KA3MP-simAULA

What are Serious Games?



Best practices of using simulation software (i.e. SimSchool) worldwide confirm the valuable potential of serious games to train teacher-trainees in a dynamic, emotionally–rich, multidimensional and personalised learning environment. Thus, through opportunities to select various components of the learning environment: technologies, resources, diverse in age, psychological and personality features avatar-students, the teacher trainees acquire specialized knowledge and experience, which is similar to the real classroom.

The virtual practicum creates very good conditions for future teachers to experiment by changing the parameters of the environment to solve problems and case studies, to learn from their own experience and make important teaching decisions, while applying various educational technologies. Through the game their professional curiosity is thoroughly stimulated and the trainees develop skills to transfer the obtained knowledge to the classroom in various practical situations, while the game encourages heuristic thinking, developing useful professional skills and competencies for their future employment.  The virtual environment is valuable in providing opportunities to promote the formation of a variety of skills through multiple iterations in various in characteristics virtual classes, which regular practice does not provide.  The teacher-trainees have the opportunity to use the virtual practicum as a simulator for mastering basic skills with the help of multiple-choice training exercises.

For more information about serious games:
Peytcheva-Forsyth, R.,  V. Delibaltova, S. Yotova. Seriously about serious games and teaching practice in Bulgaria. Open Classroom Conference-Never waste a crisis!- 27th-29th of October 2011, Ellinogermaniki Agogi, Athens, Greece.
Fleet, K. Computer games for learning.
de Freitas, S. Learning in Immersive worlds: A review of game-based learning.
Breakaway. Dental Implant Training Simulation.
Texas A&M University. Pulse!! The Virtual Clinical Learning Lab
LUDUS project.
Serious games market. Serious games futuring medical training in France.

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