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University of Piraeus            Centre for Research and Technology – Hellas (CE.R.T.H.)
          Department of Digital Systems                           Information Technologies Institute (I.T.I.)

                        Advanced Digital Systems and Services for Education and Learning (ASK)



  Digital Games as Tools for Designing
     and Implementing Pedagogical
              Innovations
                               Demetrios G. Sampson
                                          Senior Member IEEE

              Department of Digital Systems, University of Piraeus &
   Information Technologies Institute, Centre for Research and Technology Hellas



This work is licensed under the Creative Commons Attribution-NoDerivs-NonCommercial License. To view a copy of this
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        D. G. Sampson                                     1/32                   Digital Games @ Onassis Culture Center, 17 Oct 2012
University of Piraeus           Centre for Research and Technology – Hellas (CE.R.T.H.)
       Department of Digital Systems                        Information Technologies Institute (I.T.I.)

                     Advanced Digital Systems and Services for Education and Learning (ASK)



             “Digital Games – New Skills and Educational Tools”
                      Onassis Culture Center, Athens, Greece
                                       October 17th, 2012

Jesper Juul (Visiting Professor at the NYU Game Center)
Tim Luft (Serious Game Institute, UK / Director Serious Games International)
Katie Salen (Professor of Design and Technology at Parsons the New School for
    Design, USA / Director Institute of Play)
Demetrios G Sampson (Professor of Digital Systems in Education and
   Learning, University of Piraeus)



     D. G. Sampson                                   2/32                  Digital Games @ Onassis Culture Center, 17 Oct 2012
University of Piraeus           Centre for Research and Technology – Hellas (CE.R.T.H.)
     Department of Digital Systems                        Information Technologies Institute (I.T.I.)

                   Advanced Digital Systems and Services for Education and Learning (ASK)


                         Presentation Outline
 Emerging Challenges for Pedagogical Innovations in
  Higher Education
 Digital Games as Tools for Designing and
  Implementing Pedagogical Innovations
 Digital Games Research @ Dept Digital
  Systems, Univ Piraeus
 Conclusions

   D. G. Sampson                                   3/32                  Digital Games @ Onassis Culture Center, 17 Oct 2012
University of Piraeus           Centre for Research and Technology – Hellas (CE.R.T.H.)
    Department of Digital Systems                        Information Technologies Institute (I.T.I.)

                  Advanced Digital Systems and Services for Education and Learning (ASK)




                                              #1
Emerging Challenges for Pedagogical
 Innovations in Higher Education



  D. G. Sampson                                   4/32                  Digital Games @ Onassis Culture Center, 17 Oct 2012
University of Piraeus           Centre for Research and Technology – Hellas (CE.R.T.H.)
        Department of Digital Systems                        Information Technologies Institute (I.T.I.)

                      Advanced Digital Systems and Services for Education and Learning (ASK)


                    Challenges:
Student Learning in a Globally Interconnected World
Re-think and Re-Define
•Learning Outcomes – Targeted
Competences (Personal
Development – Global Citizenship –
Professional Qualifications)
•Methods of Teaching and Learning
(Active Student-centered)
•Methods of Assessment (Authentic
Real-life Situations – Portofolios)
      D. G. Sampson                                   5/32                  Digital Games @ Onassis Culture Center, 17 Oct 2012
University of Piraeus           Centre for Research and Technology – Hellas (CE.R.T.H.)
        Department of Digital Systems                        Information Technologies Institute (I.T.I.)

                      Advanced Digital Systems and Services for Education and Learning (ASK)


                   Challenge #1:
     Learning Outcomes – Targeted Competences
Move from reproduction-directed
learning objectives (memorize
externally regulated knowledge) to
meaning-directed learning objectives
(deep understanding – self-regulated
knowledge construction based on
personal interests and responsibility)
and application-based objectives
(dynamic use knowledge in real life
context aware conditions)

      D. G. Sampson                                   6/32                  Digital Games @ Onassis Culture Center, 17 Oct 2012
University of Piraeus           Centre for Research and Technology – Hellas (CE.R.T.H.)
        Department of Digital Systems                        Information Technologies Institute (I.T.I.)

                      Advanced Digital Systems and Services for Education and Learning (ASK)


                    Challenge #2:
     Teaching to Foster Quality Student Learning
Move from traditional lecture-based
teaching to problem-based and
project-based learning stimulating
active student participation
combined with work-based learning.


  Connect the University with the
   World outside the classroom.


      D. G. Sampson                                   7/32                  Digital Games @ Onassis Culture Center, 17 Oct 2012
University of Piraeus           Centre for Research and Technology – Hellas (CE.R.T.H.)
        Department of Digital Systems                        Information Technologies Institute (I.T.I.)

                      Advanced Digital Systems and Services for Education and Learning (ASK)


                  Challenge #3:
 Align Assessment Methods to Learning Objectives
•Move from traditional exam papers
to multiple, integrated means of
assessment preferably supported by
technology – individual students and
groups portofolios.
•Build powerful learning assessment
tools that foster
motivation, engagement, self-
confidence, reflective thinking.

      D. G. Sampson                                   8/32                  Digital Games @ Onassis Culture Center, 17 Oct 2012
University of Piraeus           Centre for Research and Technology – Hellas (CE.R.T.H.)
  Department of Digital Systems                        Information Technologies Institute (I.T.I.)

                Advanced Digital Systems and Services for Education and Learning (ASK)




                                            #2
         Digital Games as Tools for
    Designing and Implementing
      Pedagogical Innovations

D. G. Sampson                                   9/32                  Digital Games @ Onassis Culture Center, 17 Oct 2012
University of Piraeus               Centre for Research and Technology – Hellas (CE.R.T.H.)
         Department of Digital Systems                                   Information Technologies Institute (I.T.I.)

                          Advanced Digital Systems and Services for Education and Learning (ASK)


                           Defining (Digital) Games
                Characteristics                                                Definition

    Competition                            The goal is to achieve an outcome that is superior to others

    Challenge                              Tasks require effort and are non-trivial

    Exploration                            There is a context-sensitive environment that can be investigated

    Fantasy                                Existence of a make-believe environment, characters or narrative

    Goals                                  The are explicit aims and objectives

    Interaction                            An action will change the state of play and generate feedback

    Outcome                                There are measurable results from game play (e.g. scoring)

    People                                 Other individuals take part

    Rules                                  The activity is bounded by artificial constraints

    Safety                                 The activity has no direct consequence in the real world


Nicola Whitton (2009), Learning with Digital Games: a Practical Guide to Engaging Students in Higher Education, Routledge

       D. G. Sampson                                         10/32                      Digital Games @ Onassis Culture Center, 17 Oct 2012
University of Piraeus                          Centre for Research and Technology – Hellas (CE.R.T.H.)
             Department of Digital Systems                                                   Information Technologies Institute (I.T.I.)

                                  Advanced Digital Systems and Services for Education and Learning (ASK)


               Why Digital Game-based Learning?
• The increasing popularity of digital games.

                                                                                               (ISFE, 2010)

• Structural characteristics and affordances of digital games that make them
  motivating and engaging. More specifically, digital games:
        are rule-based and goal-oriented
        have rich narrative elements and storyboards
        present players with challenges
        allow for interaction
        offer players with opportunities to experience the outcomes of their
         performed actions

                                                                      (Klopfer, 2008; Prensky, 2007)

 Interactive Software Federation of Europe (2010). Video Gamers in Europe 2010: Prepared for the Interactive Software Federation of Europe (ISFE) by
        GAmeVision Europe. Retrieved May 12, 2012 from http://www.isfe.eu/content/video-gamers-europe-2010-gamevision-study.

 Klopfer, E. (2008). Augmented Learning: Research and design of mobile educational games. Cambridge, MA: MIT Press

 Prensky, M. (2007). Digital Game-Based Learning. Minnesota: Paragon House


           D. G. Sampson                                                         11/32                           Digital Games @ Onassis Culture Center, 17 Oct 2012
University of Piraeus                   Centre for Research and Technology – Hellas (CE.R.T.H.)
              Department of Digital Systems                                       Information Technologies Institute (I.T.I.)

                                Advanced Digital Systems and Services for Education and Learning (ASK)

    Digital games as facilitators of active learning processes
The “probe, hypothesize, reprobe, rethink cycle”
The player:
 explores the game world
 formulates a hypothesis as a result of reflection
 tests the validity of the formulated hypothesis
 accepts or rejects the hypothesis” and re-engages
  in this sequence of actions
   Gee, J.P. (2007), What videogames have to teach us about learning
                            and literacy. New York: Palgrave McMillan


The “Input-Process-Output Game Model”
 Making judgements about the game world
 Undertaking specific actions as manifested by observable behaviour
 Refinement of judgements and actions with the help of provided
  feedback
    Garris, R., Ahlers, R. & Driskell, J.E. (2002). Games, motivation, and learning: A research and practice model. Simulation and Gaming, 33(4)

            D. G. Sampson                                               12/32                      Digital Games @ Onassis Culture Center, 17 Oct 2012
University of Piraeus                    Centre for Research and Technology – Hellas (CE.R.T.H.)
                Department of Digital Systems                                         Information Technologies Institute (I.T.I.)

                                  Advanced Digital Systems and Services for Education and Learning (ASK)

    How can learning take place with the support of digital
Learners are presented with complex games?
                                                                                                  Digital games can be considered
and ill-defined problems.                                                                               as environments for “safe”
(Gee, 2007; Prensky, 2007; Whitton, 2010)                                                       experimentation since performed
                                                                                                           actions have no real-life
Learners can:                                                                                                       consequences.
•   adopt different roles                                                                                                      (Kirriemuir &
•   interact with virtual objects                                                                            McFarlane, 2004, Whitton, 2010)
•   discuss and negotiate with other (virtual)
    characters
•   investigate cause and effect relations                                                              By applying trial-and-error
•   resolve conflicts                                                                                approaches, users are able to
•   search for relevant information
                                                                  digital games                    experiment and learn from their
•   make decisions with respect to the                                                                                    mistakes.
    problem at hand                                                                                                                 (Prensky, 2007)
(Gee, 2007; Kim, Park, & Baek, 2009)

Kim, B., Park, H. & Baek, Y. (2009). Not just fun but using strategies: Using meta-          Kirriemuir, J. & McFarlane, A. (2004). Literature review
cognitive strategies in game-based learning. Computers and Education, 52(4)                                 in games and learning. Bristol: Futurelab.
              D. G. Sampson                                                13/32                      Digital Games @ Onassis Culture Center, 17 Oct 2012
University of Piraeus                  Centre for Research and Technology – Hellas (CE.R.T.H.)
              Department of Digital Systems                                     Information Technologies Institute (I.T.I.)

                               Advanced Digital Systems and Services for Education and Learning (ASK)

        The rise of serious games

Serious games are defined as games “in which education -in
its various forms- is the primary goal, rather than
entertainment”                       Michael & Chen (2006, p. 10)



Serious games target at providing users with
interactive learning environments within which there is
potential for developing a range of higher-order cognitive
skills and applying knowledge related to a number of
disciplines.                                     Klopfer (2008)


 Klopfer, E. (2008). Augmented Learning: Research and design of mobile educational games.
                                                                  Cambridge, MA: MIT Press
    Michael, D.R. & Chen S.L. (2006). Serious Games: Games that Educate, Train and Inform.
                                           Cincinnati, Ohio: Muska & Lipman/ Premier-Trade.
                                                                                          .

            D. G. Sampson                                              14/32                   Digital Games @ Onassis Culture Center, 17 Oct 2012
University of Piraeus                         Centre for Research and Technology – Hellas (CE.R.T.H.)
                Department of Digital Systems                                                    Information Technologies Institute (I.T.I.)

                                    Advanced Digital Systems and Services for Education and Learning (ASK)

 Aims of provided education at different educational levels
               the context of higher education
                                                                                                   the context of secondary education
 Provide both general education and career-                                              Impart in a holistic way the knowledge, skills and
  specific targeted education.                                                             attitudes that will enable young people to be effective in
                                                                                           life and work.
 Help students develop ethical values and
                                                                                          Provide effective preparation for those proceeding to
  competences that will allow them to:                                                     post-secondary education or entering the world of work.
      exercise active citizenship,
                                                                                          Balance between academic disciplines and generic
      be able to respond to changing conditions,                                          practical and social skills.
      be able to respond to professional demands,
                                                                                          Consolidate literacy, numeracy, life skills and learning-to-
      to become lifelong learners.
                                                                                           learn skills.
 Facilitate the acquisition of skills,                                                  UNESCO (2005). Secondary Education Reform: Towards a convergence of knowledge
                                                                                                                                       acquisition and skills development
  competences and abilities for:                                                                 the context of technical & vocational education &
      communication,                                                                                                                      training
                                                                                              Employment is the immediate goal.
      analysis and evaluation,
      independent thinking,                                                                  Integral component of lifelong learning.
      team working in multicultural contexts.                                                Help individuals and countries to achieve
UNESCO (1998). World Declaration on Higher Education for the Twenty-First Century:             sustainable development and social cohesion.
   Vision and Action/ Framework for Priority Action for Change and Development in             UNESCO (2002). Technical and Vocational Education and Training in the 21 st
                                                                 Higher Education.                     Century: New Roles and Challenges for Guidance and Counseling

             D. G. Sampson                                                           15/32                           Digital Games @ Onassis Culture Center, 17 Oct 2012
University of Piraeus           Centre for Research and Technology – Hellas (CE.R.T.H.)
           Department of Digital Systems                              Information Technologies Institute (I.T.I.)

                         Advanced Digital Systems and Services for Education and Learning (ASK)

      Utilizing digital games at different educational levels
        the context of higher education                               the context of secondary education
 Use of digital games should target at               Need for alignment between the content of the digital game
  facilitating the development of higher-              and the curriculum.
  order cognitive skills.                             Focus on the achievement of subject-specific educational
 Need to see the real-world relevance of              objectives.
  digital games.                                      The use of games should fit to existing time scheduling and
                                                       constraints.
 Greater flexibility in the employment of
  assessment methods.                                 Assessment of produced outcomes should be immediate
                                                       and easy to be conducted.
 The use of digital games should become
                                                      Motivation is one of the main reasons for introducing digital
  accepted by all the involved stakeholders           games.                         (Ulicsak & Wright, 2010)
  need for a clear pedagogical rationale.
                                                   the context of technical and vocational education and training
 Appropriateness of the digital game as
  perceived by the game users.                      Focus on learning procedures (not content).
                                                    Used for training employees.
 Motivation is not the main reason for
  introducing digital games in higher               Used as part of blended-learning approaches.
                                                                                                                    (Ulicsak & Wright, 2010)
  education contexts.          Whitton (2010)
                                                     Ulicsak, M. & Wright, M. (2010). Games in Education – Serious games: A Futurelab literature
                                                                                                                   review. Futurelab, Bristol, UK.

         D. G. Sampson                                    16/32                            Digital Games @ Onassis Culture Center, 17 Oct 2012
University of Piraeus                       Centre for Research and Technology – Hellas (CE.R.T.H.)
              Department of Digital Systems                                              Information Technologies Institute (I.T.I.)

                                  Advanced Digital Systems and Services for Education and Learning (ASK)

   Alignment of digital game types with potential learning
    Learning objective    outcomes
                        Description of objective Game types
                                                                                                                 Drill and practice games
Memory, repetition, retention                        Factual knowledge
                                                                                                                 Quiz games, Puzzle games

                                                     Apply knowledge into new contexts.                          Sport games
                                                     Using information, methods,                                 Action games
Applying concepts, rules
                                                     concepts, and theories                                      Driving games
                                                     in new situations.                                          Drill and practice

                                                     Evaluation of existing knowledge,                           Strategic games
Decision making, devising                            making predictions,                                         Adventure games
strategies and problem- solving                      drawing conclusions, making choices                         Role-playing games
                                                     and develop reasoned arguments.                             Simulation games

                                                                                                                 Strategic games
Social interaction, values,                          Understanding the social
                                                                                                                 Role play games
cultures                                             environment
                                                                                                                 Simulation games
Dondi, C. & Moretti, M. (2007). A methodological proposal for learning games selection and quality assessment. British Journal of Educational Technology, 38(3)


           D. G. Sampson                                                      17/32                          Digital Games @ Onassis Culture Center, 17 Oct 2012
University of Piraeus           Centre for Research and Technology – Hellas (CE.R.T.H.)
             Department of Digital Systems                         Information Technologies Institute (I.T.I.)

                           Advanced Digital Systems and Services for Education and Learning (ASK)

    Game-based learning efforts in higher education contexts (1/3)
    Game: “Marketplace” (web-based game)
    Context of use: a university marketing
     course
    Educational activities: engagement in
     group work with the aim to establish
     virtual companies, undertake actions
     related to performing market
     analysis, devising marketing strategies, and
     designing appropriate products for                                  The “Marketplace” game
     development.                                                     http://www.marketplace-simulation.com/


    Assessment: through presentations held by students, worksheets and individual
     assignments
    What students reported: opportunity to apply theoretical concepts to a real-life
     situation, immediate feedback on performed actions, limited feedback that did not facilitate
     links between actions and consequences.
     (Whitton, 2010)                                                              Digital Games @ Onassis Culture Center, 17 Oct 2012
           D. G. Sampson                                   18/32
University of Piraeus           Centre for Research and Technology – Hellas (CE.R.T.H.)
            Department of Digital Systems                         Information Technologies Institute (I.T.I.)

                          Advanced Digital Systems and Services for Education and Learning (ASK)

    Game-based learning efforts in higher education contexts (2/3)
    Game: The “Retail Game” (web-based
     game)
    Context of use: a university retail
     marketing course
    Educational activities: adopting roles,
     handling data regarding a virtual store’s
     status and market needs, make decisions
     with respect to their store’s management,
     and provide a rationale for each of their                              The “Retail Game”
     decisions.                                                         http://www.retail-game.com/

    Assessment: game output, short reports and oral presentations
    Learning potential: opportunities to develop an understanding of marketing principles and
     retail operational issues, as well as apply communication and interpersonal skills.
                                                                                                              (Whitton, 2010)

          D. G. Sampson                                   19/32                  Digital Games @ Onassis Culture Center, 17 Oct 2012
University of Piraeus           Centre for Research and Technology – Hellas (CE.R.T.H.)
            Department of Digital Systems                         Information Technologies Institute (I.T.I.)

                          Advanced Digital Systems and Services for Education and Learning (ASK)

    Game-based learning efforts in higher education contexts (3/3)
    Game: “PeaceMaker”
    Context of use: a university course on
     politics and international relations
    Educational activities: adopting the role of
     either the Israeli Prime Minister or the
     Palestinian President, investigating the
     interplay between ethical concerns and
     international politics, and becoming
     familiar with the Israeli-Palestinian                                       “PeaceMaker”
     problem.                                                           http://www.peacemakergame.com/

    Assessment: through presentations and reflection activities
    Learning potential: a deeper understanding of the problem at hand, with the students
     seeming to be able to understand the complexities of the issue and the barriers to finding a
     final solution.                                                                (Whitton, 2010)

          D. G. Sampson                                   20/32                  Digital Games @ Onassis Culture Center, 17 Oct 2012
University of Piraeus           Centre for Research and Technology – Hellas (CE.R.T.H.)
  Department of Digital Systems                         Information Technologies Institute (I.T.I.)

                Advanced Digital Systems and Services for Education and Learning (ASK)




                                            #3
Digital Games Research @ Dept
Digital Systems, University Piraeus



D. G. Sampson                                   21/32                  Digital Games @ Onassis Culture Center, 17 Oct 2012
University of Piraeus           Centre for Research and Technology – Hellas (CE.R.T.H.)
   Department of Digital Systems                         Information Technologies Institute (I.T.I.)

                 Advanced Digital Systems and Services for Education and Learning (ASK)




                                   PhD Students
                 Hercules Panoutsopoulos
Game-based Learning in School Education
                              Sofia Mysirlaki
    Simulation Games as Digital Tools for
         Supporting School Education

 D. G. Sampson                                   22/32                  Digital Games @ Onassis Culture Center, 17 Oct 2012
University of Piraeus           Centre for Research and Technology – Hellas (CE.R.T.H.)
            Department of Digital Systems                         Information Technologies Institute (I.T.I.)

                          Advanced Digital Systems and Services for Education and Learning (ASK)

           An experimental study in school math education
Game employed: “Sims 2 – Open for Business”
Context of study: secondary education
Aim of study: Investigate the effectiveness of the game
with respect to:
 achieving learning objectives related to the subject of
  Mathematics,
 achieving general learning objectives related to the upper
  levels of Bloom’ s taxonomy,
 developing (more) positive attitudes toward the subject of
  Mathematics.
Users adopted the role of a business manager and got
engaged in activities requiring data
monitoring, strategic thinking, decision
making, planning, and performing actions related to
keeping customers satisfied.
                           Panoutsopoulos & Sampson (2010; 2012)
          D. G. Sampson                                   23/32                  Digital Games @ Onassis Culture Center, 17 Oct 2012
University of Piraeus           Centre for Research and Technology – Hellas (CE.R.T.H.)
    Department of Digital Systems                         Information Technologies Institute (I.T.I.)

                  Advanced Digital Systems and Services for Education and Learning (ASK)

Implementation of the game-based learning activities




  D. G. Sampson                                   24/32                  Digital Games @ Onassis Culture Center, 17 Oct 2012
University of Piraeus                       Centre for Research and Technology – Hellas (CE.R.T.H.)
           Department of Digital Systems                                               Information Technologies Institute (I.T.I.)

                              Advanced Digital Systems and Services for Education and Learning (ASK)

   Enhancing entrepreneurship education with the support of digital
                               games
Entrepreneurship is considered as one of the key
competences for “personal fulfillment and
development, active citizenship, social inclusion and
employment”.
                         (Commission of the European Communities, 2005, p. 18)


Digital games constitute an example of a technological
facilitator that has the potential to enhance
entrepreneurship education.
                                                                                                                 business simulation games
                                 Offer opportunities for developing theoretical understandings and
                                  establishing connections between theory and its application .
                                 Offer opportunities for learning by doing in an authentic management
                                  situation.
                                 Facilitate the development of analytical decision making skills.
                                  Ben-Zvi, T. (2007). The efficacy of business simulation games in creating Decision Support Systems: An experimental investigation.
                                                                                                                             Decision Support Systems, 49(1), 61–69.

         D. G. Sampson                                                      25/32                           Digital Games @ Onassis Culture Center, 17 Oct 2012
University of Piraeus           Centre for Research and Technology – Hellas (CE.R.T.H.)
           Department of Digital Systems                         Information Technologies Institute (I.T.I.)

                         Advanced Digital Systems and Services for Education and Learning (ASK)

          The context of our currently conducted research
The purpose of our currently conducted research is to investigate the effectiveness of digital
games as learning tools that can enhance entrepreneurship education.
More specifically what we intend to do is to:
   Investigate the impact of digital games on achieving learning outcomes and developing
    (more) positive attitudes toward entrepreneurship.
   Focus on specific affordances that games provide
    and can potentially affect their learning
    effectiveness.
   Define indicators for evaluating the effectiveness
    of digital games based on the proposed game
    affordances.
   Measure the effect of the proposed game
    affordances on the achievement of reported
    results. Panoutsopoulos, Lykourentzou, & Sampson (2011)
         D. G. Sampson                                   26/32                  Digital Games @ Onassis Culture Center, 17 Oct 2012
University of Piraeus           Centre for Research and Technology – Hellas (CE.R.T.H.)
        Department of Digital Systems                         Information Technologies Institute (I.T.I.)

                      Advanced Digital Systems and Services for Education and Learning (ASK)



                            Related Publications
•   I. Panoutsopoulos, D. Sampson and A. Mikropoulos, "Digital Games as Tools for
    Designing and Implementing Innovative Pedagogical Approaches: A Review of
    Literature", in Maree Gosper and Dirk Ifenthaler (Eds), Models for the 21st Century.
    Using Learning Technologies in Higher Education, Springer, October 2012
•   I. Panoutsopoulos and D. Sampson, "A Study on Exploiting Commercial Digital Games
    into School Context", Educational Technology & Society Journal (ISSN 1436-4522), vol.
    15(1), January 2012
•   I. Panoutsopoulos, M. A. Lykourentzou and D. Sampson, "Business Simulation Games as
    Digital Tools for Supporting School Entrepreneurship Education", in Proc. of the 11th
    IEEE International Conference on Advanced Learning Technologies (ICALT 2011),
    Athens, Georgia, USA, IEEE Computer Society (ISBN:9781612842097), 6-8, July 2011
•   I. Panoutsopoulos and D. Sampson, "Integrating Digital Games into School Curriculum:
    a field experiment in math education", in Proc. of the IADIS International Conference
    Cognition and Exploratory Learning in Digital Age (CELDA 2010), Timisoara, Romania,
    IADIS Press (ISBN 978-972-8939-28-1), 15-17, October 2010



      D. G. Sampson                                   27/32                  Digital Games @ Onassis Culture Center, 17 Oct 2012
University of Piraeus           Centre for Research and Technology – Hellas (CE.R.T.H.)
  Department of Digital Systems                         Information Technologies Institute (I.T.I.)

                Advanced Digital Systems and Services for Education and Learning (ASK)




                                            #4
                              Conclusions




D. G. Sampson                                   28/32                  Digital Games @ Onassis Culture Center, 17 Oct 2012
University of Piraeus                 Centre for Research and Technology – Hellas (CE.R.T.H.)
          Department of Digital Systems                                    Information Technologies Institute (I.T.I.)

                           Advanced Digital Systems and Services for Education and Learning (ASK)


           Current Research Trends in TeL (1/3)
 One Year or Less
      Mobile Apps
      Tablet Computing
 Two to Three Years
      Game-Based Learning
      Learning Analytics
 Four to Five Years
      Gesture-Based Computing
      Internet of Things

Johnson, L., Adams, S., & Cummins, M. (2012). The NMC Horizon Report: 2012 Higher Education Edition. Austin, Texas: The New
Media Consortium

        D. G. Sampson                                            29/32                     Digital Games @ Onassis Culture Center, 17 Oct 2012
University of Piraeus                     Centre for Research and Technology – Hellas (CE.R.T.H.)
           Department of Digital Systems                                          Information Technologies Institute (I.T.I.)

                              Advanced Digital Systems and Services for Education and Learning (ASK)


            Current Research Trends in TeL (2/3)
 User Modeling
 Mobile Tools
 Networking Tools
 Serious Games
 Intelligent Environments
 Educational Data Mining
 Rich Interfaces

Woolf, B. P., Shute, V. J., VanLehn, K., Burleson, W., King, J., Suthers, D., Bredeweg, B., Luckin, R., & Tonkin, E. (2010). A roadmap for
education technology. Computing Community Consortium, Washington, DC

         D. G. Sampson                                                  30/32                       Digital Games @ Onassis Culture Center, 17 Oct 2012
University of Piraeus                 Centre for Research and Technology – Hellas (CE.R.T.H.)
          Department of Digital Systems                                   Information Technologies Institute (I.T.I.)

                           Advanced Digital Systems and Services for Education and Learning (ASK)


           Current Research Trends in TeL (3/3)
 Cloud Computing
 Mobile Learning Technologies
 Game-based Learning (GBL)
 eBooks
 Learning Analytics
 Context-sensitive Services
 Augmented Reality
 Gesture Recognition


Learning Frontiers (2012), TEL-Map Coordination and Support Action. Available at: http://www.learningfrontiers.eu/?q=page/emerging-
technologies

        D. G. Sampson                                            31/32                     Digital Games @ Onassis Culture Center, 17 Oct 2012
University of Piraeus           Centre for Research and Technology – Hellas (CE.R.T.H.)
        Department of Digital Systems                         Information Technologies Institute (I.T.I.)

                      Advanced Digital Systems and Services for Education and Learning (ASK)

     Issues for further Research and Investigation
   Can Digital Games offer a suitable environment to
    teachers for students' continuous assessment that
    facilitate identification of problems and
    misunderstandings and, thus, support re-design
    learning activities so as to achieve well-defined
    intended learning outcomes ?
   Investigate which Digital Games’ affordances can
    be used in game-based assessment particularly in
    assessing complex problem-solving processes and
    outcomes in a digital game-based learning
    environment, through the continuous monitoring
    and analysis of meaningful learner game activities
    by the teacher.
   Digital Games as a facilitator for Learning Analytics.

      D. G. Sampson                                   32/32                  Digital Games @ Onassis Culture Center, 17 Oct 2012

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Digital Games as Tools for Designing and Implementing Pedagogical Innovations

  • 1. University of Piraeus Centre for Research and Technology – Hellas (CE.R.T.H.) Department of Digital Systems Information Technologies Institute (I.T.I.) Advanced Digital Systems and Services for Education and Learning (ASK) Digital Games as Tools for Designing and Implementing Pedagogical Innovations Demetrios G. Sampson Senior Member IEEE Department of Digital Systems, University of Piraeus & Information Technologies Institute, Centre for Research and Technology Hellas This work is licensed under the Creative Commons Attribution-NoDerivs-NonCommercial License. To view a copy of this license, visit http://creativecommons.org/licenses/by-nd-nc/1.0 or send a letter to Creative Commons, 559 Nathan Abbott Way, Stanford, California 94305, USA. D. G. Sampson 1/32 Digital Games @ Onassis Culture Center, 17 Oct 2012
  • 2. University of Piraeus Centre for Research and Technology – Hellas (CE.R.T.H.) Department of Digital Systems Information Technologies Institute (I.T.I.) Advanced Digital Systems and Services for Education and Learning (ASK) “Digital Games – New Skills and Educational Tools” Onassis Culture Center, Athens, Greece October 17th, 2012 Jesper Juul (Visiting Professor at the NYU Game Center) Tim Luft (Serious Game Institute, UK / Director Serious Games International) Katie Salen (Professor of Design and Technology at Parsons the New School for Design, USA / Director Institute of Play) Demetrios G Sampson (Professor of Digital Systems in Education and Learning, University of Piraeus) D. G. Sampson 2/32 Digital Games @ Onassis Culture Center, 17 Oct 2012
  • 3. University of Piraeus Centre for Research and Technology – Hellas (CE.R.T.H.) Department of Digital Systems Information Technologies Institute (I.T.I.) Advanced Digital Systems and Services for Education and Learning (ASK) Presentation Outline  Emerging Challenges for Pedagogical Innovations in Higher Education  Digital Games as Tools for Designing and Implementing Pedagogical Innovations  Digital Games Research @ Dept Digital Systems, Univ Piraeus  Conclusions D. G. Sampson 3/32 Digital Games @ Onassis Culture Center, 17 Oct 2012
  • 4. University of Piraeus Centre for Research and Technology – Hellas (CE.R.T.H.) Department of Digital Systems Information Technologies Institute (I.T.I.) Advanced Digital Systems and Services for Education and Learning (ASK) #1 Emerging Challenges for Pedagogical Innovations in Higher Education D. G. Sampson 4/32 Digital Games @ Onassis Culture Center, 17 Oct 2012
  • 5. University of Piraeus Centre for Research and Technology – Hellas (CE.R.T.H.) Department of Digital Systems Information Technologies Institute (I.T.I.) Advanced Digital Systems and Services for Education and Learning (ASK) Challenges: Student Learning in a Globally Interconnected World Re-think and Re-Define •Learning Outcomes – Targeted Competences (Personal Development – Global Citizenship – Professional Qualifications) •Methods of Teaching and Learning (Active Student-centered) •Methods of Assessment (Authentic Real-life Situations – Portofolios) D. G. Sampson 5/32 Digital Games @ Onassis Culture Center, 17 Oct 2012
  • 6. University of Piraeus Centre for Research and Technology – Hellas (CE.R.T.H.) Department of Digital Systems Information Technologies Institute (I.T.I.) Advanced Digital Systems and Services for Education and Learning (ASK) Challenge #1: Learning Outcomes – Targeted Competences Move from reproduction-directed learning objectives (memorize externally regulated knowledge) to meaning-directed learning objectives (deep understanding – self-regulated knowledge construction based on personal interests and responsibility) and application-based objectives (dynamic use knowledge in real life context aware conditions) D. G. Sampson 6/32 Digital Games @ Onassis Culture Center, 17 Oct 2012
  • 7. University of Piraeus Centre for Research and Technology – Hellas (CE.R.T.H.) Department of Digital Systems Information Technologies Institute (I.T.I.) Advanced Digital Systems and Services for Education and Learning (ASK) Challenge #2: Teaching to Foster Quality Student Learning Move from traditional lecture-based teaching to problem-based and project-based learning stimulating active student participation combined with work-based learning. Connect the University with the World outside the classroom. D. G. Sampson 7/32 Digital Games @ Onassis Culture Center, 17 Oct 2012
  • 8. University of Piraeus Centre for Research and Technology – Hellas (CE.R.T.H.) Department of Digital Systems Information Technologies Institute (I.T.I.) Advanced Digital Systems and Services for Education and Learning (ASK) Challenge #3: Align Assessment Methods to Learning Objectives •Move from traditional exam papers to multiple, integrated means of assessment preferably supported by technology – individual students and groups portofolios. •Build powerful learning assessment tools that foster motivation, engagement, self- confidence, reflective thinking. D. G. Sampson 8/32 Digital Games @ Onassis Culture Center, 17 Oct 2012
  • 9. University of Piraeus Centre for Research and Technology – Hellas (CE.R.T.H.) Department of Digital Systems Information Technologies Institute (I.T.I.) Advanced Digital Systems and Services for Education and Learning (ASK) #2 Digital Games as Tools for Designing and Implementing Pedagogical Innovations D. G. Sampson 9/32 Digital Games @ Onassis Culture Center, 17 Oct 2012
  • 10. University of Piraeus Centre for Research and Technology – Hellas (CE.R.T.H.) Department of Digital Systems Information Technologies Institute (I.T.I.) Advanced Digital Systems and Services for Education and Learning (ASK) Defining (Digital) Games Characteristics Definition Competition The goal is to achieve an outcome that is superior to others Challenge Tasks require effort and are non-trivial Exploration There is a context-sensitive environment that can be investigated Fantasy Existence of a make-believe environment, characters or narrative Goals The are explicit aims and objectives Interaction An action will change the state of play and generate feedback Outcome There are measurable results from game play (e.g. scoring) People Other individuals take part Rules The activity is bounded by artificial constraints Safety The activity has no direct consequence in the real world Nicola Whitton (2009), Learning with Digital Games: a Practical Guide to Engaging Students in Higher Education, Routledge D. G. Sampson 10/32 Digital Games @ Onassis Culture Center, 17 Oct 2012
  • 11. University of Piraeus Centre for Research and Technology – Hellas (CE.R.T.H.) Department of Digital Systems Information Technologies Institute (I.T.I.) Advanced Digital Systems and Services for Education and Learning (ASK) Why Digital Game-based Learning? • The increasing popularity of digital games. (ISFE, 2010) • Structural characteristics and affordances of digital games that make them motivating and engaging. More specifically, digital games:  are rule-based and goal-oriented  have rich narrative elements and storyboards  present players with challenges  allow for interaction  offer players with opportunities to experience the outcomes of their performed actions (Klopfer, 2008; Prensky, 2007) Interactive Software Federation of Europe (2010). Video Gamers in Europe 2010: Prepared for the Interactive Software Federation of Europe (ISFE) by GAmeVision Europe. Retrieved May 12, 2012 from http://www.isfe.eu/content/video-gamers-europe-2010-gamevision-study. Klopfer, E. (2008). Augmented Learning: Research and design of mobile educational games. Cambridge, MA: MIT Press Prensky, M. (2007). Digital Game-Based Learning. Minnesota: Paragon House D. G. Sampson 11/32 Digital Games @ Onassis Culture Center, 17 Oct 2012
  • 12. University of Piraeus Centre for Research and Technology – Hellas (CE.R.T.H.) Department of Digital Systems Information Technologies Institute (I.T.I.) Advanced Digital Systems and Services for Education and Learning (ASK) Digital games as facilitators of active learning processes The “probe, hypothesize, reprobe, rethink cycle” The player:  explores the game world  formulates a hypothesis as a result of reflection  tests the validity of the formulated hypothesis  accepts or rejects the hypothesis” and re-engages in this sequence of actions Gee, J.P. (2007), What videogames have to teach us about learning and literacy. New York: Palgrave McMillan The “Input-Process-Output Game Model”  Making judgements about the game world  Undertaking specific actions as manifested by observable behaviour  Refinement of judgements and actions with the help of provided feedback Garris, R., Ahlers, R. & Driskell, J.E. (2002). Games, motivation, and learning: A research and practice model. Simulation and Gaming, 33(4) D. G. Sampson 12/32 Digital Games @ Onassis Culture Center, 17 Oct 2012
  • 13. University of Piraeus Centre for Research and Technology – Hellas (CE.R.T.H.) Department of Digital Systems Information Technologies Institute (I.T.I.) Advanced Digital Systems and Services for Education and Learning (ASK) How can learning take place with the support of digital Learners are presented with complex games? Digital games can be considered and ill-defined problems. as environments for “safe” (Gee, 2007; Prensky, 2007; Whitton, 2010) experimentation since performed actions have no real-life Learners can: consequences. • adopt different roles (Kirriemuir & • interact with virtual objects McFarlane, 2004, Whitton, 2010) • discuss and negotiate with other (virtual) characters • investigate cause and effect relations By applying trial-and-error • resolve conflicts approaches, users are able to • search for relevant information digital games experiment and learn from their • make decisions with respect to the mistakes. problem at hand (Prensky, 2007) (Gee, 2007; Kim, Park, & Baek, 2009) Kim, B., Park, H. & Baek, Y. (2009). Not just fun but using strategies: Using meta- Kirriemuir, J. & McFarlane, A. (2004). Literature review cognitive strategies in game-based learning. Computers and Education, 52(4) in games and learning. Bristol: Futurelab. D. G. Sampson 13/32 Digital Games @ Onassis Culture Center, 17 Oct 2012
  • 14. University of Piraeus Centre for Research and Technology – Hellas (CE.R.T.H.) Department of Digital Systems Information Technologies Institute (I.T.I.) Advanced Digital Systems and Services for Education and Learning (ASK) The rise of serious games Serious games are defined as games “in which education -in its various forms- is the primary goal, rather than entertainment” Michael & Chen (2006, p. 10) Serious games target at providing users with interactive learning environments within which there is potential for developing a range of higher-order cognitive skills and applying knowledge related to a number of disciplines. Klopfer (2008) Klopfer, E. (2008). Augmented Learning: Research and design of mobile educational games. Cambridge, MA: MIT Press Michael, D.R. & Chen S.L. (2006). Serious Games: Games that Educate, Train and Inform. Cincinnati, Ohio: Muska & Lipman/ Premier-Trade. . D. G. Sampson 14/32 Digital Games @ Onassis Culture Center, 17 Oct 2012
  • 15. University of Piraeus Centre for Research and Technology – Hellas (CE.R.T.H.) Department of Digital Systems Information Technologies Institute (I.T.I.) Advanced Digital Systems and Services for Education and Learning (ASK) Aims of provided education at different educational levels the context of higher education the context of secondary education  Provide both general education and career-  Impart in a holistic way the knowledge, skills and specific targeted education. attitudes that will enable young people to be effective in life and work.  Help students develop ethical values and  Provide effective preparation for those proceeding to competences that will allow them to: post-secondary education or entering the world of work.  exercise active citizenship,  Balance between academic disciplines and generic  be able to respond to changing conditions, practical and social skills.  be able to respond to professional demands,  Consolidate literacy, numeracy, life skills and learning-to-  to become lifelong learners. learn skills.  Facilitate the acquisition of skills, UNESCO (2005). Secondary Education Reform: Towards a convergence of knowledge acquisition and skills development competences and abilities for: the context of technical & vocational education &  communication, training  Employment is the immediate goal.  analysis and evaluation,  independent thinking,  Integral component of lifelong learning.  team working in multicultural contexts.  Help individuals and countries to achieve UNESCO (1998). World Declaration on Higher Education for the Twenty-First Century: sustainable development and social cohesion. Vision and Action/ Framework for Priority Action for Change and Development in UNESCO (2002). Technical and Vocational Education and Training in the 21 st Higher Education. Century: New Roles and Challenges for Guidance and Counseling D. G. Sampson 15/32 Digital Games @ Onassis Culture Center, 17 Oct 2012
  • 16. University of Piraeus Centre for Research and Technology – Hellas (CE.R.T.H.) Department of Digital Systems Information Technologies Institute (I.T.I.) Advanced Digital Systems and Services for Education and Learning (ASK) Utilizing digital games at different educational levels the context of higher education the context of secondary education  Use of digital games should target at  Need for alignment between the content of the digital game facilitating the development of higher- and the curriculum. order cognitive skills.  Focus on the achievement of subject-specific educational  Need to see the real-world relevance of objectives. digital games.  The use of games should fit to existing time scheduling and constraints.  Greater flexibility in the employment of assessment methods.  Assessment of produced outcomes should be immediate and easy to be conducted.  The use of digital games should become  Motivation is one of the main reasons for introducing digital accepted by all the involved stakeholders  games. (Ulicsak & Wright, 2010) need for a clear pedagogical rationale. the context of technical and vocational education and training  Appropriateness of the digital game as perceived by the game users.  Focus on learning procedures (not content).  Used for training employees.  Motivation is not the main reason for introducing digital games in higher  Used as part of blended-learning approaches. (Ulicsak & Wright, 2010) education contexts. Whitton (2010) Ulicsak, M. & Wright, M. (2010). Games in Education – Serious games: A Futurelab literature review. Futurelab, Bristol, UK. D. G. Sampson 16/32 Digital Games @ Onassis Culture Center, 17 Oct 2012
  • 17. University of Piraeus Centre for Research and Technology – Hellas (CE.R.T.H.) Department of Digital Systems Information Technologies Institute (I.T.I.) Advanced Digital Systems and Services for Education and Learning (ASK) Alignment of digital game types with potential learning Learning objective outcomes Description of objective Game types Drill and practice games Memory, repetition, retention Factual knowledge Quiz games, Puzzle games Apply knowledge into new contexts. Sport games Using information, methods, Action games Applying concepts, rules concepts, and theories Driving games in new situations. Drill and practice Evaluation of existing knowledge, Strategic games Decision making, devising making predictions, Adventure games strategies and problem- solving drawing conclusions, making choices Role-playing games and develop reasoned arguments. Simulation games Strategic games Social interaction, values, Understanding the social Role play games cultures environment Simulation games Dondi, C. & Moretti, M. (2007). A methodological proposal for learning games selection and quality assessment. British Journal of Educational Technology, 38(3) D. G. Sampson 17/32 Digital Games @ Onassis Culture Center, 17 Oct 2012
  • 18. University of Piraeus Centre for Research and Technology – Hellas (CE.R.T.H.) Department of Digital Systems Information Technologies Institute (I.T.I.) Advanced Digital Systems and Services for Education and Learning (ASK) Game-based learning efforts in higher education contexts (1/3)  Game: “Marketplace” (web-based game)  Context of use: a university marketing course  Educational activities: engagement in group work with the aim to establish virtual companies, undertake actions related to performing market analysis, devising marketing strategies, and designing appropriate products for The “Marketplace” game development. http://www.marketplace-simulation.com/  Assessment: through presentations held by students, worksheets and individual assignments  What students reported: opportunity to apply theoretical concepts to a real-life situation, immediate feedback on performed actions, limited feedback that did not facilitate links between actions and consequences. (Whitton, 2010) Digital Games @ Onassis Culture Center, 17 Oct 2012 D. G. Sampson 18/32
  • 19. University of Piraeus Centre for Research and Technology – Hellas (CE.R.T.H.) Department of Digital Systems Information Technologies Institute (I.T.I.) Advanced Digital Systems and Services for Education and Learning (ASK) Game-based learning efforts in higher education contexts (2/3)  Game: The “Retail Game” (web-based game)  Context of use: a university retail marketing course  Educational activities: adopting roles, handling data regarding a virtual store’s status and market needs, make decisions with respect to their store’s management, and provide a rationale for each of their The “Retail Game” decisions. http://www.retail-game.com/  Assessment: game output, short reports and oral presentations  Learning potential: opportunities to develop an understanding of marketing principles and retail operational issues, as well as apply communication and interpersonal skills. (Whitton, 2010) D. G. Sampson 19/32 Digital Games @ Onassis Culture Center, 17 Oct 2012
  • 20. University of Piraeus Centre for Research and Technology – Hellas (CE.R.T.H.) Department of Digital Systems Information Technologies Institute (I.T.I.) Advanced Digital Systems and Services for Education and Learning (ASK) Game-based learning efforts in higher education contexts (3/3)  Game: “PeaceMaker”  Context of use: a university course on politics and international relations  Educational activities: adopting the role of either the Israeli Prime Minister or the Palestinian President, investigating the interplay between ethical concerns and international politics, and becoming familiar with the Israeli-Palestinian “PeaceMaker” problem. http://www.peacemakergame.com/  Assessment: through presentations and reflection activities  Learning potential: a deeper understanding of the problem at hand, with the students seeming to be able to understand the complexities of the issue and the barriers to finding a final solution. (Whitton, 2010) D. G. Sampson 20/32 Digital Games @ Onassis Culture Center, 17 Oct 2012
  • 21. University of Piraeus Centre for Research and Technology – Hellas (CE.R.T.H.) Department of Digital Systems Information Technologies Institute (I.T.I.) Advanced Digital Systems and Services for Education and Learning (ASK) #3 Digital Games Research @ Dept Digital Systems, University Piraeus D. G. Sampson 21/32 Digital Games @ Onassis Culture Center, 17 Oct 2012
  • 22. University of Piraeus Centre for Research and Technology – Hellas (CE.R.T.H.) Department of Digital Systems Information Technologies Institute (I.T.I.) Advanced Digital Systems and Services for Education and Learning (ASK) PhD Students Hercules Panoutsopoulos Game-based Learning in School Education Sofia Mysirlaki Simulation Games as Digital Tools for Supporting School Education D. G. Sampson 22/32 Digital Games @ Onassis Culture Center, 17 Oct 2012
  • 23. University of Piraeus Centre for Research and Technology – Hellas (CE.R.T.H.) Department of Digital Systems Information Technologies Institute (I.T.I.) Advanced Digital Systems and Services for Education and Learning (ASK) An experimental study in school math education Game employed: “Sims 2 – Open for Business” Context of study: secondary education Aim of study: Investigate the effectiveness of the game with respect to:  achieving learning objectives related to the subject of Mathematics,  achieving general learning objectives related to the upper levels of Bloom’ s taxonomy,  developing (more) positive attitudes toward the subject of Mathematics. Users adopted the role of a business manager and got engaged in activities requiring data monitoring, strategic thinking, decision making, planning, and performing actions related to keeping customers satisfied. Panoutsopoulos & Sampson (2010; 2012) D. G. Sampson 23/32 Digital Games @ Onassis Culture Center, 17 Oct 2012
  • 24. University of Piraeus Centre for Research and Technology – Hellas (CE.R.T.H.) Department of Digital Systems Information Technologies Institute (I.T.I.) Advanced Digital Systems and Services for Education and Learning (ASK) Implementation of the game-based learning activities D. G. Sampson 24/32 Digital Games @ Onassis Culture Center, 17 Oct 2012
  • 25. University of Piraeus Centre for Research and Technology – Hellas (CE.R.T.H.) Department of Digital Systems Information Technologies Institute (I.T.I.) Advanced Digital Systems and Services for Education and Learning (ASK) Enhancing entrepreneurship education with the support of digital games Entrepreneurship is considered as one of the key competences for “personal fulfillment and development, active citizenship, social inclusion and employment”. (Commission of the European Communities, 2005, p. 18) Digital games constitute an example of a technological facilitator that has the potential to enhance entrepreneurship education. business simulation games  Offer opportunities for developing theoretical understandings and establishing connections between theory and its application .  Offer opportunities for learning by doing in an authentic management situation.  Facilitate the development of analytical decision making skills. Ben-Zvi, T. (2007). The efficacy of business simulation games in creating Decision Support Systems: An experimental investigation. Decision Support Systems, 49(1), 61–69. D. G. Sampson 25/32 Digital Games @ Onassis Culture Center, 17 Oct 2012
  • 26. University of Piraeus Centre for Research and Technology – Hellas (CE.R.T.H.) Department of Digital Systems Information Technologies Institute (I.T.I.) Advanced Digital Systems and Services for Education and Learning (ASK) The context of our currently conducted research The purpose of our currently conducted research is to investigate the effectiveness of digital games as learning tools that can enhance entrepreneurship education. More specifically what we intend to do is to:  Investigate the impact of digital games on achieving learning outcomes and developing (more) positive attitudes toward entrepreneurship.  Focus on specific affordances that games provide and can potentially affect their learning effectiveness.  Define indicators for evaluating the effectiveness of digital games based on the proposed game affordances.  Measure the effect of the proposed game affordances on the achievement of reported results. Panoutsopoulos, Lykourentzou, & Sampson (2011) D. G. Sampson 26/32 Digital Games @ Onassis Culture Center, 17 Oct 2012
  • 27. University of Piraeus Centre for Research and Technology – Hellas (CE.R.T.H.) Department of Digital Systems Information Technologies Institute (I.T.I.) Advanced Digital Systems and Services for Education and Learning (ASK) Related Publications • I. Panoutsopoulos, D. Sampson and A. Mikropoulos, "Digital Games as Tools for Designing and Implementing Innovative Pedagogical Approaches: A Review of Literature", in Maree Gosper and Dirk Ifenthaler (Eds), Models for the 21st Century. Using Learning Technologies in Higher Education, Springer, October 2012 • I. Panoutsopoulos and D. Sampson, "A Study on Exploiting Commercial Digital Games into School Context", Educational Technology & Society Journal (ISSN 1436-4522), vol. 15(1), January 2012 • I. Panoutsopoulos, M. A. Lykourentzou and D. Sampson, "Business Simulation Games as Digital Tools for Supporting School Entrepreneurship Education", in Proc. of the 11th IEEE International Conference on Advanced Learning Technologies (ICALT 2011), Athens, Georgia, USA, IEEE Computer Society (ISBN:9781612842097), 6-8, July 2011 • I. Panoutsopoulos and D. Sampson, "Integrating Digital Games into School Curriculum: a field experiment in math education", in Proc. of the IADIS International Conference Cognition and Exploratory Learning in Digital Age (CELDA 2010), Timisoara, Romania, IADIS Press (ISBN 978-972-8939-28-1), 15-17, October 2010 D. G. Sampson 27/32 Digital Games @ Onassis Culture Center, 17 Oct 2012
  • 28. University of Piraeus Centre for Research and Technology – Hellas (CE.R.T.H.) Department of Digital Systems Information Technologies Institute (I.T.I.) Advanced Digital Systems and Services for Education and Learning (ASK) #4 Conclusions D. G. Sampson 28/32 Digital Games @ Onassis Culture Center, 17 Oct 2012
  • 29. University of Piraeus Centre for Research and Technology – Hellas (CE.R.T.H.) Department of Digital Systems Information Technologies Institute (I.T.I.) Advanced Digital Systems and Services for Education and Learning (ASK) Current Research Trends in TeL (1/3)  One Year or Less  Mobile Apps  Tablet Computing  Two to Three Years  Game-Based Learning  Learning Analytics  Four to Five Years  Gesture-Based Computing  Internet of Things Johnson, L., Adams, S., & Cummins, M. (2012). The NMC Horizon Report: 2012 Higher Education Edition. Austin, Texas: The New Media Consortium D. G. Sampson 29/32 Digital Games @ Onassis Culture Center, 17 Oct 2012
  • 30. University of Piraeus Centre for Research and Technology – Hellas (CE.R.T.H.) Department of Digital Systems Information Technologies Institute (I.T.I.) Advanced Digital Systems and Services for Education and Learning (ASK) Current Research Trends in TeL (2/3)  User Modeling  Mobile Tools  Networking Tools  Serious Games  Intelligent Environments  Educational Data Mining  Rich Interfaces Woolf, B. P., Shute, V. J., VanLehn, K., Burleson, W., King, J., Suthers, D., Bredeweg, B., Luckin, R., & Tonkin, E. (2010). A roadmap for education technology. Computing Community Consortium, Washington, DC D. G. Sampson 30/32 Digital Games @ Onassis Culture Center, 17 Oct 2012
  • 31. University of Piraeus Centre for Research and Technology – Hellas (CE.R.T.H.) Department of Digital Systems Information Technologies Institute (I.T.I.) Advanced Digital Systems and Services for Education and Learning (ASK) Current Research Trends in TeL (3/3)  Cloud Computing  Mobile Learning Technologies  Game-based Learning (GBL)  eBooks  Learning Analytics  Context-sensitive Services  Augmented Reality  Gesture Recognition Learning Frontiers (2012), TEL-Map Coordination and Support Action. Available at: http://www.learningfrontiers.eu/?q=page/emerging- technologies D. G. Sampson 31/32 Digital Games @ Onassis Culture Center, 17 Oct 2012
  • 32. University of Piraeus Centre for Research and Technology – Hellas (CE.R.T.H.) Department of Digital Systems Information Technologies Institute (I.T.I.) Advanced Digital Systems and Services for Education and Learning (ASK) Issues for further Research and Investigation  Can Digital Games offer a suitable environment to teachers for students' continuous assessment that facilitate identification of problems and misunderstandings and, thus, support re-design learning activities so as to achieve well-defined intended learning outcomes ?  Investigate which Digital Games’ affordances can be used in game-based assessment particularly in assessing complex problem-solving processes and outcomes in a digital game-based learning environment, through the continuous monitoring and analysis of meaningful learner game activities by the teacher.  Digital Games as a facilitator for Learning Analytics. D. G. Sampson 32/32 Digital Games @ Onassis Culture Center, 17 Oct 2012