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Online Serious Game

Online Serious Game

The main objective of STEAM project was to create a Serious Game to increase awareness of teachers toward multimodality and provide examples of how to use it in their daily activities to enrich the teaching and learning experiences.

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This Serious Game is available online through this link. Feel free to use it!

 

You'll find it in several languages (French, English, German, Danish, Finnish). Would you like to have it in your own language, you can use this file for translation. Send it us and we will implement additional language.

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In addition to this ressource, you'll find below other outputs from the project, including good practices for implementation, examples of gamification strategies, tool kit for implementation as an Escape Game.

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Play the game and visit the library

End user analysis

Deliverable 1.1

End users analysis

The D1.1 ‘End-users analysis’ report provides a review of and analysis on the use of multimodality in teaching and learning.

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The document provides a description on what constitutes multimodality for teaching and learning in terms of how it is perceived and approached by educational institutions, schools and students in Europe.

 

The aim of D1.1 is twofold:

  1. to analyse, describe and present evidence on multimodal learning and teaching including tools, processes and pedagogical strategies deployed by key stakeholders for enabling multiple models of learning and teaching

  2. to carry out a survey with the STEAM’s end-users for eliciting their understanding on multimodality and how it is approached by them. The survey paves the way for perpetuating aspects of multimodal teaching and learning deployed by the 3 end-users of the project: SEDU, VUCSTOR and AFBB.


The literature review started by forming the research questions to be addressed, the search strategy adopted, data collection and analysis processes used and determining the quality of the studies retrieved. Then, the results of the literature study are presented and thematised into categories with headings representing the multimodality aspect in question.


The survey analysis started by designing the data collection method- an online questionnaire with associated questions to help demarcate the level of understanding and uptake of multimodality for teaching and learning in the associated countries. We used a comparative approach to analyse the findings emerged from the questionnaire. The findings are not discipline-specific hence they can be used as a generic framework for elucidating on ways, tools, discourses, strategies and practices taken forward for improving the design and delivery of teaching and learning with the use of multimodal approaches.


A set of recommendations are provided on developing the multimodality serious game and on multimodal teaching, learning and research stemming out from the literature study and survey.

Download the document

Download the document

Download the document

Deliverable 1.3

Guidelines for reviewers and evaluators

The D1.3 ‘Guidelines for reviewers’ aims at facilitating STEAM’s partner cooperation in the project, by defining a set of rules and guidelines for the organisation and delivery of project outputs. Furthermore, this deliverable presents the three evaluation grids to be used as:

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  1. A guiding template grid for the external examiners to impartially examine the completeness, effectiveness and quality of the serious game.

  2. A guiding template grid for the STEAM partners as means to review and take appropriate actions on the progress of games development in various stages thus to identify, track and record any potential problems, risks and challenges that need to be addressed in order to ensure a successful game demonstration workshop.

  3. A satisfaction survey of the trainers (participants) that will take part in the various demonstration workshops in terms of measuring the effectiveness of the training strategy used for helping them to familiarise with the use of the multimodality serious game.

 

To this line, D1.3 elucidates briefly on the training strategy to be adopted for delivering the demonstration workshops as means for the teacher-trainers to play-test the multimodality serious game.

teaching, learning and research stemming out from the literature study and survey.

Guidelines for reviewers
Game based learning conference, Dresden 2018

Multiplier Event #1

Game Based Learning Conference

Dresden - March 2018

On your marks, get set...!!!! Whether in the leisure sector or in education - games are part of our everyday life. Game Based Learning is more than just a didactic way of learning. Moreover, a new paradigm of the educational concept becomes visible: the consistent adoption of the user's perspective with the aim of creating motivating and transfer-oriented learning situations. But how can this be implemented? How can the balance between experience and knowledge transfer be established? How can the different types of learning be addressed? And above all: How can games or game elements be integrated in didactically meaningful scenarios of academic and vocational education and training?

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The Conference of Game Based Learning on 8 and 9 March 2018 will address these questions. The event is organised by scientists, creative and educational practitioners from the Academy of Vocational Education and Training (AfBB), the Dresden University of Technology (Media Centre) and the Dresden University of Applied Sciences (FHD). 

The venue is the new education campus of the AfBB/FHD, Güntzstraße 1 in 01069 Dresden, Germany. 

 

The programme of the conference addresses teachers from academic and vocational education and training in particular. Presentations by national and international experts from science, education and the creative industry will provide insights into Game Based Learning, multimodality, gamification and serious games in the educational context.

See the program

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Siehe das Programm

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Multiplier Event #2

Multimodality for Education and Training

Paris - June 2019

Traditional pedagogy often used to be a trainer in front of his or her learners, siting in the classroom, carefully listening and taking notes.

Evolution of pedagogical practices have led to the increased use of various strategies and integration of technologies.

We invite you to explore how gamification and virtual reality can enrich training methods and contribute to the development of learner centred approaches.

You’ll have the opportunity to hear about the latest experimentations from European speakers and test by yourself the settings they have proposed to their learners, including an immersive application on Oculus Quest VR device, a collaborative VR application, a VR application to train surgeon students to neuroanatomy and many others.

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See the program

Programme

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Mulmtidodality for Education and Training
Learning content

Deliverable 2.1

Learning content

According to the technical and pedagogical specifications defined in WP1, we have produced learning content, mainly:

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  • 3 kinds of cards: Strategies, Tools and Locations, including examples of situations to implement combinations in real life

  • Scenarios, including dialogues with colleagues and  students. Four versions are possible for each chapter, depending on the cards that the player has selected. This brings replayability to the game. 

  • Instructions and feedback, allowing the player to better understand what to do and how to improve

 

The texts have been initially written in English, and translated in German, Finish, Danish and French for easier adoption by the teachers.

These elements are to be integrated into the game (WP3) to bring knowledge to the player about multimodality and how to implement it.

The contents have been integrated into the game and improved after the testing sessions with end users (WP4). This document shows the final and improved version of the contents.

Download the document

Deliverable 4.1

Questionnaires of Satisfaction and validation board review for requirements

This 1st series of validation board reviews aims to collect initial feedback from the STEAM validation board on their views, beliefs and analysis on the technical and pedagogical requirements deliverable (D1.3 & D1.4) provided by MZL. The report models the strategy presented in D1.3 for involving different members of the academic and business community to provide their view on the preliminary development of the technical and pedagogical requirements to be addressed for helping MZL to design and develop the multimodality serious game. 

To contemplate on the process, we have identified and invited six (6) validation board members from England, Germany, France, Finland and Denmark as per the detailed Work Programme to assess the critical stages for designing and developing the multimodality game. This document reports their feedback during the project.

Download the document

Validation Board feedback
Feedback from endusers - v1

Deliverable 4.2

Feedback from end users on Game V1

D4.2 presents the evaluation of the 1st version of the STEAM game that was held from the end-users involving teachers in their countries to evaluate and assess the usability features of the game as well as their experiences of multimodality during game play. The focus of this evaluation was twofold: Firstly, to play-test the usability features of the game such as its game mechanics, controls, User Interface (UI) and overall game play and secondly to gain a deeper understanding on how the game helped teachers to understand multimodality as an approach to developing teaching. In this initial evaluation phase, we were mostly focused on areas of improvements that would help the development team to further improve the game during the next development iteration. 

Download the document

Deliverable 4.3

Feedback from endusers on Game V2 

D4.3 presents the final evaluation and recommendations of the STEAM serious game. The report

extends the previous evaluation of the 1st STEAM game version (D4.2) by providing coherent evidence

and lines of inquiry for refinements, content and in-game scenario updates as part of the final STEAM

game prototype, as well as promoting possible ways of adopting the STEAM game in the classroom for

instigating innovation in using technologies in educational establishments. This is not to negate the

value of current teaching and learning practices enacted by teachers, but to augment existing teaching

with more playful and game-based interventions.

Download the document

Feedback from endusers - v2
Guidelines and recommendations

Deliverable 5.5

Guidelines and recommendations for implementation 

D5.5 aims to provide future end-users with implementations guidelines. This document should be considered with other deliverables produced during the project, including the guidelines for evaluators and the reports on endusers feedback, that can be used in addition to the game.

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In this document, we provide examples of implementation, described by VET organisation partners of the project as well as a toolbox to implement a variation of the digital game as an escape game. Through this example, we want to further illustrate multimodality and provide examples of how to replicate the game.

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These resources are freely available for the community beyond the project.

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We also provide a template that can be used by any organisation willing to translate the game in another language. This template consists in a xls document that gathers all the text from the game. Any additional language that will be proposed by new endusers will also be available for the community.

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The consolidated results of end users feedback on the online game have been presented by Petros Lameras at IMCL 2019 conference in Greece in November. The full text is available.

Download the main document

Download the Escape Game toolkit

Download the translation template

Download IMCL conference full text

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