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Mar 9

Beaconing at the Assistive Technology Exhibition and Conference

Hands-Free Computing exhibited at ATEC, promoting the newest innovations in the Beaconing project to providers of Post 16 Education and students with a disability. Participants were able to try out the Beaconing Platform and engage with the integrated accessibility tools to complete the experience.

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Mar 6

Presentation at eMadrid network event

During the event organized by eMadrid (the e-learning network of the Community of Madrid) entitled “Tecnología y juegos serios para abordar la violencia en la escuela”, Antonio Calvo Morata (UCM) presented his work regarding serious games and learning analytics. In his presentation, which title was “Conectado”, el juego como herramienta docente contra el cyberbullying”, Antonio presented the work conducted as part of e-UCM to developed a serious game against bullying and cyberbullying. The game has been tested in several experiments in schools using learning analytics to validate its usefulness. The Analytics System used in those experiments to track the data has been extended and improved as part of BEACONING.

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Mar 6

Conectado game to raise cyberbullying awareness – La Inmaculada Experiments (II)

A new set of experiments has been conducted conducted at La Inmaculada (http://www.escolapiaspuertadehierro.com/) in Madrid, Spain, in February 2018 with 48 new students of the school of the First Year of Secondary School (ESO). Figure: Students playing Conectado at La Inmaculada Escolapias in Madrid, Spain. DESCRIPTION OF THE GAME Conectado is a videogame developed within the research group e-UCM, specialized in eLearning and serious games. The videogame has been designed and developed with the objective of raising awareness against bullying and cyberbullying and is aimed at being a tool to help education professionals to educate on this subject in a more interactive way and with greater emotional involvement of young people from 12 to 17 years. The videogame is a graphic adventure where the player is placed in the situation of a person who suffers harassment in their day to day school. In this way, the player can experience these situations in first person, but in a safe way. It also allows you to experience firsthand some of the feelings of the victims of harassment, as well as to make players reflect on the consequences of their actions. In the game, students can make decisions in dialogues that affect the story of the game and its end.

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Mar 5

Gamification and Geolocation at YOMO – MWC 2018

For four days, YoMo Barcelona receive 15,000 school children from all over Catalonia and Spain in a great science and technology exhibition. With live theater shows, interactive workshops and dozens of hands-on activities, there will be something to involve every young person. YoMo is designed to bring learning to life in the classroom by showing the exciting and rewarding career opportunities that are available in the mobile ecosystem and STEAM.

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Feb 27

Beaconing Save The World: Milan edition

On February 10th a game-based cross European event took place. In Milan, players were thrilled to participate and be engaged in a treasure hunt which gave them the opportunity to learn about the environmental theme behind this ambitious event. Clues were placed in different spots in Milan and this allowed players to explore their city in a different way. Each Point Of Interest (POI) was associated to a special place in the city, linked in some way to environment protection: examples included the first power plant, the biggest “green lung” of the city, one of the first Bike Sharing stations, an old bridge designed by Leonardo da Vinci which created a river crossing for the city and a big Sports Centre.

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