1,721,216 research outputs found
Teaching Mediation. Eutopia-mt: conflict management through digital worlds. FEU ISBN 978-88-8338-088-4
EUTOPIA-MT (European Training Organization Programme for
Innovative and Alternative Mediation Tool) is a European research
project belonging to Leonardo da Vinci Programme based on the
cooperation among three different Countries: Italy, Cyprus and
Northern Ireland, joined by the opportunity to test a new way of
teaching and training mediation skills through digital worlds.
EUTOPIA-MT is a transfer of innovation project (TOI), this
means that it represents the adaptation of a pre-existing model to a new
context. In this case, the transfer of innovation took place following two
different paths: a technological and a methodological one.
For what concerns the technological path, a 3D graphic multiplayer
tool for communication modelling (EUTOPIA), developed by
Relational Sciences Department at the University of Naples Federico
II, was applied in Ireland and Cyprus, that is to say in different countries from Italy (where EUTOPIA was born). Using EUTOPIA in new countries and with new goals allowed its re-examination, looking at the tools limits and potentialities. In relation to methodological aspect, the project tested the training curricula to become a peacekeeper realized by Passaggi Cooperative, a non lucrative organization settled in the Spanish quarter in Naples, through its implementation in foreign countries. Two concepts guided the whole experience: we improved a specific kind of e-learning, helping the development of a learning by doing
strategy. The project, in fact, was conceived to employ both face-to-face and on-line meetings, defining a blended curricula for those professionals interested in mediation skills training. This experience
gave them the chance to test a new way of being trained, considered the high value assigned to distance learning through a multiplayer on-line role-playing game platform (MORPG) that allowed them to get in touch synchronously. In the digital world they could experience their
skills in managing a conflict situation, like those typical of the three European countries involved in the project
PROACTIVE (Fostering Teachers' Creativity through Game-Based Learning)
PROACTIVE (Fostering Teachers' Creativity through Game-Based Learning) aims at fostering creativity and supporting flexibility of trainers working in Lifelong Learning (LLL) sub-programmes. We will create learning contexts where teachers of Comenius, Erasmus and Leonardo can apply creativity in designing their own game-based learning scenarios by using digital tools. Within training workshops, teachers in 18 pilot sites in four countries will use two game editors (EUTOPIA and e-adventure) in designing their learning sessions. PROACTIVE promotes a new approach to learning, by proposing a conceptual framework for integrating different learning metaphors through the implementation of new ICT-based tools (2D and 3D virtual environments) and an innovative methodology (game-based learning). The project will validate the proposed approach as a means of learning and evaluate its impact on teachers’ creativity and students’ outcomes.
Lifelong Learning Programme, Key Action 3 (2010-2011)
Code: 505469-LLP-1-2009-1-ES-KA3-KA3M
Learn2Lead
L2L will last for 24 months and its goal is to design, implement, and test a novel, online approach to training in team leadership, suitable for use in SMEs, small government offices, NGOs etc. The training provided by Learn2Lead is based on an online game. In the game, each learner manages a simulated team of employees (e.g. a team of workers in a bank agency, a post-office or a local government office) which competes against other teams to maximize its objectives (e.g. profit, volume of services delivered, customer satisfaction). An underlying computer model shows the (sometimes unexpected) effects of player’s decisions (e.g. recruitment, training, incentives and disciplinary measures, organizational measures) on the dynamics and efficiency of the team. The system allows the user to experiment with different approaches before competing with other players.Play is asynchronous (players will not be required to be online at the same time). A script-based design facilitates adaptation for use in different professional settings. The game is suitable for use, both for self-learning and for learning in a blended learning environment with the support of a tutor
Decide-It
Educational games and simulation are often referred to as Experiential Exercises
indicating that they directly incorporate knowledge which can be acquired and practiced interacting with them.
Decide-It is designed to teach Dynamic Decision Making in a quick and effective
way. Dynamic decision making refers to the kind of decision making required in complex and rapidly changing situations very common in nowadays business world.
In such complex and dynamic environments:
1.a number of decisions are required rather than a big single decision
2.decisions are interdependent, while the environment can change accordingly to the result of the decisions, by itself or in both ways.
3.it is important to understand the feedback structure of the system to be faced (e.g. Inventory management, Cash management, Equipment, etc.). Typically, in dynamic environments the consequences of our decisions may be delayed in time. Causal relations are not linear so the same decision taken at different times has a different effect.
Players can learn and experience the basic principles of dynamic decision making in a game session lasting only few minutes. This makes it the ideal training tool for the management sector where time is often a crucial factor
SIstema di SImulazione alla NEgozazione
Sisine developed innovative training practices to improve the negotiating skills and intercultural awareness of professional trainers and trainers, front-office staff and other staff in contact with the public, union representatives etc. The training offered will center on the kinds of negotiation workers engage in during their everyday professional activities (rather than on classical managerial negotiation). The training methodology will be based on a blended strategy combining classroom learning with eLearning-based self-study. Both the classroom learning and the self-study sessions will make intensive use of a novel simulation environment, developed within the project. The new environment will incorporate technologies from Artificial Life and Massive Multiplayer Online Role Playing Games (MMORPG). The use of simulation will ensure that users can "learn by doing" at home as well in the classroom. ELearning will make it possible to reach large numbers of learners who currently have no access to this kind of training
DREAD-ED
Nowhere in the world is immune from disasters, the key to reducing mortality and damage is advance planning. Those at risk need to learn how to react to specific events (e.g. earthquakes) and to do this they also need soft skills: communication and understanding of information under conditions of stress, problem-solving with partial or contradictory information, decision-making in the face of competing demands. DREAD-ED's proposes an innovative, technology-based teaching methodology to meet these needs. The proposed methodology will provide cost-effective training and is based on the concept of experiential learning: to acquire new competences, learners should be placed in situations where they can experiment under safe conditions. To this end, the project will adopt a blended strategy in which classroom teaching is complemented by tutor-supervised role-playing in a PC-based, online Virtual Environment, accessible from their homes and offices. Within the virtual environment, learners from different backgrounds will cooperate to simulate group interactions and individual decision-making during a disaster
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