Game-Based Learning: Across the Breadth of the Use Spectrum
AR/MR/VR and real-time data-visualisation e-learning/edutainment tools are deployed in classical educational institutions and industrial learning
settings around the world. Hear from this Panel about projects on the cutting edg
University of Central Lancashire and CSiTrain, Germany
Christel Schneider is currently working as a senior research assistant and project coordinator for the EU funded GUINEVERE Project for the University of Central Lancashire, UK. As part of her project work, Christel has been involved in teaching and learning in virtual worlds and developed her skills in machinimatography. She has over fifteen years’ experience in online teacher training and completed an MA in Virtual Education at the University of the West of England (UK). Christel also designed, set up and delivered online teacher training for Cornelsen Publishing and various other institutions. From 2006 until 2012 she was EU project manager and director of the international language association ICC. Before this, she worked as head of the language department for the German adult education association in Schleswig Holstein, Germany, and taught didactics and methodology at Hamburg University, Dept. of Education, Germany. In 2013 Christel founded CSITrain, where she still works as managing director.
Freie Universität Berlin, Germany
Creative vs. Expert: Diagnosing Diseases within “Equine Virtual Farm” Can Shape Students Brains
I am a senior e-learning and e-research scientist/consultant at the Center for Digital Systems (CeDiS) of Freie Universität Berlin. I'm currently teaching courses and conducting cognitive neuroscience research on serious games.
I studied Veterinary Medicine and Cognitive Neuroscience and obtained my doctor degree in Veterinary Medicine from Freie Universität Berlin. My dissertation dealt with developing a virtual problem-based environment titled "Equine Virtual Farm" and investigating its influence on students’ cognitive performance. I believe strongly that this type of training environments will play a vital role in the non-pharmacological enhancement of creative thinking in healthy and impaired adults. In view of that, I'm currently working on investigating the influence of cognitive training within problem-based virtual environments on brain plasticity.
In addition and because I believe that mining knowledge and relationships can be extremely useful for developing machine experts in disease prophylaxis and therapy, I worked additionally in developing semantic computing algorithms using machine learning. My algorithms focused on discovering knowledge and retrieving relationships across different information resources in both scientific (e.g. PubMed) and humanities fields (e.g. First World War scholar articles).
Beuth University of Technology Berlin, Germany
AR/VR/Game-based Edutainment Applications and Real-Time Data Visualisation Technologies for Discovery Learning in the Industry and Distance Education
Robert Strzebkowski has studied with focus on media didactics and interactive media systems. Robert worked for several years as research assistant in the area of E-Learning/Instructional Design, Hypermedia and Human-Computer Interaction, done doctorate thesis with focus on multimedia didactic for E-Learning applications in vocational training, and worked after this several years as researcher and project manager at several complex E-Learning projects and evaluation studies. Since 2002 he has been working as Professor for conception and production of interactive media applications based on a wide range of media technologies. For several years he has been involved very activ in the area of interactive streaming media and interactive television. Robert is the creator and head of the university's own WebTV platform 'the beuthBOX' and is working currently at different video-based solutions for supporting modern learning infrastructure. For last three years he has been focusing on Augmented Reality and Interaction Design for AR/VR (XR). He has been cooperating constantly with renowned companies like NOKIA, SAP, Fraunhofer Fokus/HHI, ARD, ZDF. Last and current research and development projects deal with creation of media and learning applications to support a better understanding of learning content as well as to visualize implicit knowledge, mostly for informal learning purposes.
Imam Abdulrahman Bin Faisal University, Saudi Arabia
How to Design an Engaging Educational Game: Process, Challenges and Best Practices
Dr. Ahmed Morsy holds a PhD in Instructional Technology, and works as an associate professor at Imam Abdulrahman Bin Faisal University, Academic Development and Initiatives department.
For 13 years, Ahmed was working an e-content development manager at the E-Learning Competence Center, Egyptian Ministry of Communication and Information Technology. He joined Duisburg Essen University, Learning Lab as a visiting scientist (Germany) and he also joined the United Nations University as a project research consultant (Germany).
Ahmed works in designing and developing educational games for more than 5 years, and he has received 2 awards for developing innovative educational games from the Arab League Educational, Cultural and Scientific Organization (ALECSO) and the Egyptian Academy of Scientific Research and Technology for developing an Arabic literacy game (Mobile Application).
Ahmed is also an expert and consultant in many of the UNESCO projects, and he has participated and managed a lot of prestigious national and international projects that integrate ICT in education (UN, Tempus and Erasmus+).