Abstract-Game based-learning exploits the potential of ICT and games engage learners. The objectives of the European project "Play the Learning Game" are to spread and update the results of the "Learning Game Portal 1 " to vocational education teachers and trainers. The 10 transnational partners develop and execute trainings, intend to disseminate the project contents as broadly as possible and promote a transnational discussion among teachers and trainers focusing on the exploitation of the educational potential of multimedia and videogames.Blended learning workshops addressed to Austrian vocational education teachers and trainers are organised to make use of the Learning Game Portal and simultaneously test and describe the usefulness of the contents for their own teaching or training.
In this article we discuss our key idea that informal exchange in twitter contributes to the motivation of participants in online courses. Micro-blogging (via twitter) was introduced to groups of educators that participated in three online courses on the use of Web2.0 technologies and Online Didactics in educational settings. We used qualitative as well as quantitative methods to investigate their use of twitter and found out that informal exchange in twitter contributed to the motivation of learners during their participation in the online course. The participants extended their relatedness within the group, reflected their personal growth and supported others via acknowledging their inputs in a certain extent.
In this paper we outline a global course for teachers, which was delivered remotely over a period of four months. The course was created in English language, however to support the learning curve of multilingual and international groups, several modules were moderated in national groups. The course has nine modules, distributed via e-learning and v-learning platform. Last module supports creation of new teaching material by course participants and its piloting with their students. Teachers created interdisciplinary lesson plans with activities in the 3D virtual worlds. Recommendations and experience from trials are tabled in conclusions.
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