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Tag: Serious games

Are you a professional involved in (inclusive / special) education, family of a child with learning difficulties / disabilities, working for social services, medical centre/authority, health care organization, social care organization, or a policy maker? Then this project and the survey could be of interest to you.

The 3-year project “Intelligent Serious Games for Social and Cognitive Competences” targets children and youth with learning difficulties / disabilities, teaching them on creativity and social competencies, using serious desktop and mobile games. In order to better define our work, we rely on your experiences. We kindly invite you to complete following questionnaire if applicable to you:

- English: https://www.surveymonkey.com/r/ISG-EN

- Slovenian: https://www.surveymonkey.com/r/ISG-SL

- Hungarian: https://www.surveymonkey.com/r/ISG-HU

- Bulgarian: https://www.surveymonkey.com/r/ISG-BG

- Dutch: https://nl.surveymonkey.com/r/ISG-NL

All outcomes (training material, desktop and mobile games) of this project will be freely available in English, Slovenian, Turkish, Dutch, Bulgarian and Hungarian at the end of the project (August 2018).

Thank you in advance for your contribution,

ISG for Competence project team

This project (Intelligent Serious Games for Social and Cognitive Competence – 2015-1-TR01-KA201-022247) has been funded with support from the European Commission. This communication reflects the views only of the author, and the Commission cannot be held responsible for any use which may be made of the information contained therein.

INCA’s QUEST is an adventure game. The player’s goal is to solve puzzles leading to an ultimate goal. Each puzzle is in a separate game.

The puzzles are covering three different areas that address different social competences:

  • Understanding of emotions;
  • Self-esteem;
  • Understanding the point of view of other person.

You can download it freely from Google Play. An English, Dutch, Bulgarian, Lithuanian, Turkish, Serbian and German version is available.

Disclaimer:
The SGSCC (Serious Games for Social & Creativity Competencies – 531134-LLP-1-2012-1-BG-KA3-KA3MP) project has been partially funded under the Lifelong Learning program.

Inca Island is a desktop game. The game is a first person role-playing multiplayer adventure game. The player works with an artificially intelligent non-player-character (NPC), to solve puzzles leading to an ultimate goal. Each puzzle is in a separate room, where solving the puzzle will allow the players to progress together to the next room.
The puzzles are broken down into groups to address different social competences identified in the research period.

The following six competencies were identified, and three rooms have been produced to target each:

  • Communication – How I express myself at work
  • Cooperation – How I can interact/cooperate with others
  • Conflict Resolution – How I solve conflicts with colleagues
  • Self Esteem – How I should feel good about myself
  • Self-Control – How I should control my feelings
  • Assertiveness – How I maintain my own opinion

You can download the latest version freely from the SGSCC servers. An English, Dutch, Bulgarian, Lithuanian, Turkish, Serbian and German version is available.

The SGSCC (Serious Games for Social & Creativity Competencies – 531134-LLP-1-2012-1-BG-KA3-KA3MP) project has been partially funded under the Lifelong Learning program.

The ViPi project organises its 1st National Workshop in Larnaca, Cyprus on Monday 3 October 2011 (14:30 – 18:30) at the hotel “Henipa Crown Resorts”, Dhekelia Road, Larnaca.

About ViPi
A majority of Europe’s people with disabilities are unemployed (ANED figures state over 60%). There are many reasons for this. Many people with disabilities have advanced skills but suffer significant barriers to employment. This is an important issue which must be addressed. For others, skill acquisition must be facilitated. ViPi aims to support and facilitate the acquisition of basic ICT skills for those people with disabilities who lack them.
ViPi aims to provide a “one-stop-shop” interactive portal & learning environment for people with disabilities to acquire ICT skills. The ViPi platform will also act as an environment for trainer organizations to find and contribute Learning Objects (Los) that they can integrate in existing learning environments and practices. The platform will thus be able to support a fully accessible and Open Source based pan-European learning network and community, bringing together key stakeholders and gatekeepers (VET, target groups, umbrella organizations), while offering a vast set of reusable (PC and Mobile) LOs, supported by Web 2.0 social services.
ViPi has been partially funded under the Lifelong Learning program, subprogramme KA3 ICT.

Target Group
The workshop targets and is expected to attract the following profiles of people and organizations:

  • Organizations representing people with disabilities
  • Individuals with a disability
  • Relatives of, or carers of persons with disability
  • Training Centers and individual trainers of any level that are experienced or are interested in working with people with disabilities
  • Intermediaries (Employment Centres, etc.)
  • Policy makers

Objectives of the Workshop
The Workshop will comprise an opportunity for the participants to receive information on the early project’s findings and to discuss directly with the project consortium and affect the future workplan. The high-level objectives of the workshop are summarized as:

  • Presentation of project work and findings (Basic ICT Training curriculum, ViPi Survey, ViPi platform technologies and integration pathway, Current work on mobile applications, Current work on Semantic Content Management enhancements, etc.)
  • Presentation of Cyprus situation regarding education and employability of people with disabilities (invited talks by representatives of Training Centers and/or Organizations of people with disabilities)
  • Open (moderated) discussion among participants on the above subjects, to affect the present and future of the ViPi project

Language
The official language of the workshop will be the English, however, informal translation to/from Greek will be offered wherever required and for the participants’ convenience.

Registration
The participation to the workshop is free of any charge, but preliminary registration is obligatory. In order to express your interest and register to the workshop, please, send an email or call Mr. George Milis at: +357 99587884, by Friday 23 September 2011.

Please provide following information:

  • Full Name
  • Organization (if applicable)
  • Contact details
  • Reason of interest
  • Transportation required? (please, see Transportation section)
  • Interested for lunch? (please, see Lunch section).

Transportation
Considering the fact that the majority of the participants are expected to arrive from Nicosia, the project will arrange for a bus (free of charge) to transfer people from Nicosia to the workshop venue and back.

  • From Nicosia to workshop venue: 03 October 2011, 12:00 or 13:30 (please, see Lunch section).
  • From workshop venue to Nicosia: 03 October 2011, 19:00.

Please, explicitly state your interest to use the above service at registration.

Lunch
Before the workshop and depending on interest expressed through registration, the project will offer lunch (free of charge) to the participants, at the workshop venue. Time: 13:00.

On 25th and 26th October 2011, Nottingham Trent University will organise the “Interactive Technologies and Games: Education, Health and Disability 2011″ event in Nottingham.
The aim of the conference is to bring together academics and practitioners working with interactive technologies to explore and innovate within the areas of Education, Health and Disability. We have a particular focus on the use of gaming hardware and software to implement accessible solutions, interaction design using new input/output devices and the increasing impact of ubiquitous computing on our everyday well being.
The conference provides an excellent opportunity to showcase practice and to mainstream research ideas and outcomes. It will introduce a wider audience to key findings and products from research and will illustrate how practice feeds back into and informs research. The conference will create a forum for two-way communication between the academic and practitioner communities and particularly welcomes user led presentations and workshops.
The programme will include presentations of papers, workshops, a doctoral consortium and an exhibition space for demonstrations and posters. This event is held in partnership with GameCity – the World’s best-loved videogame festival and delegates are welcome to attend all GameCity events including the opening drinks reception.
Those wishing to present papers or hold a workshop should send abstracts, to a maximum of 500 words. For those hoping to exhibit or produce a poster, a 300-word abstract is required. The deadline for submissions is Friday 17th June, 2011 to be sent to: karen.krelle@ntu.ac.uk .
Final copies of accepted papers are required by Friday 30th September 2011
More information can be found on the conference website.

GOET’s concrete aims and objectives are to support the acquisition and use of knowledge skills and qualifications to facilitate Basic Skills, Personal Development and Employment Preparation.

The GOET Project has been funded with support from the European Commission and will support people with learning disabilities in getting and keeping a job. It aims to help people learn, via games-based learning, to live more independently and to help them in their working day. The project also wants to improve how subjects are taught by making them more interesting and enjoyable. It also supports an accessible approach to vocational skills training, and will be adapting and developing a range of games for computers and mobile telephones that are interactive, engaging and fun.

Game on Extra Time has been delivered by the Social Enterprise Greenhat Interactive and funded by the European Commission. The games were designed and developed by Nottingham Trent University, providing a range of talented multimedia developers.

The games are designed across multiple online formats and provide a personalised memory timeline, giving prompts throughout the day to remind the client of important things to do to prepare for leaving the house and throughout the working day.