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Nov 22

BEACONING in ASME 2017... Anyone Game?!

The Games Ecosystem Track in ASME will again be part organised by a few BEACONING partners, namely HWU and UNIHB. The track will be under the 37th Computers and Information in Engineering Conference (CIE) Focus for this year will be more towards the use of gaming approaches, game-VR, and gaminig technology in industrial applications. However, this does not preclude from other gaming technology such as that used in STEM education or developing STEM competencies. We welcome game-driven demonstrator applications.

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Nov 21

A Community of Gamers and Learners

On the 3rd of November, the BEACONING Consortium met in the beautiful city of Nantes, and we really did have some intense days, as the time for Pilot deployment is closing in very fast, and we need to be ready for it with our first prototype. Also, as before, we needed to be very clear with each other, beyond our disciplinary differences, as regarding the direction and expectations for the project and the platform. A lot of focus was therefore put during the workshop in obtaining a shared big picture of both the teachers’ and students’ experience, and of the process that will be in place to provide a constant, adaptable stream of new learning contents. In the figure below you can see the core result of these discussions, the modular structure of the content production pipeline: game designers will use a simple, accessible editor to build very re-usable narratives and plot backbones, recounting the challenges confronted by an international organisation of special agents. These adaptable, remixable plot backbones will then be opened up on the platform’s authoring tool, as to be “filled” with learning content by learning designers and teachers, under the shape of a variety of activities, be them mini-games contained to the platform itself or dispersed through their actual, lived contexts as location based challenges.

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Nov 10

About the new Teachers’ and students’ roles in STEM approaches

Technology is progressing. Science drives its development. New jobs appear every day on the labour market, some we haven’t even thought about. Many of today’s students will do these jobs. They probably won’t be trained for these jobs since they haven’t been invented yet. However they will learn somehow. „Nothing is more important in the twenty-first century than learning to manage change.” [1]. But for this to happen, their thinking and knowledge must be adaptable. The skills they acquire in school should allow anchoring in the real world.

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Nov 8

Beaconing game plots. The Hero's Journey

A serious game plot for is a story, which may be linear or branched, that structures the narrative elements chosen by the author, in game mechanics to drives the user experience, from the beginning to the end of the lesson-path, fostering motivation and the interaction of the player with game assets like characters, non-playable characters and activities to be achieved. For the writing of a plot for a video game or serious game we rely on the Theory of Monomyth also known as The Hero’s Journey.

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Nov 7

About Inquiry-based Science Learning in STEM subjects Teaching and Learning

Teaching according to the inquiry-based approach can stimulate students’ learning gains and their interest in science by formulation of questions, investigation, creation of a solution or an appropriate response, discussion and reflexion in connection with results. In STEM case digital, interactive tools can be effectively used to achieve the subjects’ goals by really involving the learner in raising research questions, generating a hypothesis, designing experiments to verify them, constructing and analyzing evidence-based arguments, recognizing alternative explanations, and communicating scientific arguments.

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