SlideShare una empresa de Scribd logo
1 de 4
Descargar para leer sin conexión
WP 2 ANALYSIS ON THE USE OF GAME-BASED
         LEARNING INITIATIVES
Success stories – compilation of game-based
  learning initiatives in adults’ education
          EXECUTIVE SUMMARY
EXECUTIVE SUMMARY 2
                 Success stories – compilation of game-based learning initiatives in adults’
                                                                                 education




COMPILATION OF GAME-BASED LEARNING RESEARCH
INITIATIVES IN ADULT EDUCATION


This final report “Success stories – compilation of game-based learning initiatives in
adults’ education” and its appendices contains the main conclusions of national and
international research on the design and implementation of game-based learning
initiatives in adult education and were developed within the framework of the Playing for
Interculturality (P4I) Project (Ref. 518475-LLP-1-2011-1-ES-GRUNDTVIG-GMP), Work
Package 2, “Analysis on the use of game-based learning initiatives.” It aims at analyzing the
pedagogical potential of games (especially social games) applied to competences
development, identifying those variables that influence the successful implementation of
game-based learning initiatives, as well as gathering success examples and good practices
on EU and international levels to be used as inspirations for adults training practitioners.
The methodologies employed were to search for relevant information, hold focus groups
of members of the target group, and interviews with specialists in the target group
members.

In each of the countries studied (Greece, Italy, Portugal, Spain, Romania, the UK and the
US) the use of game-based learning is a rapidly growing trend that is pervading different
areas of knowledge. It has gained considerable traction and we can observe a significant
qualitative change, nevertheless there is still prevailing gap in usage, in part due to
negative stereotypes of gamers, limited expertise in ICT and in games among trainers, and
a shortage of good educational games. While there is often a lack of pedagogical design
behind current social games, the profile of social game players and gamers is increasingly
broad, covering a wide demographic across gender, age and social status that offers an
opportunity for game-based learning. Assuming the target audience to be adults, there is
significant growth in their use of social media such as Facebook and of social games at this
time. The gap between access and participation has closed significantly so that the
platform on which the game would be made available is critical to determining who would
likely use it and whom else they might recruit to participate. What drives such players to
play are the desire to meet new people, to cooperate, to try new games, find new forms of
self-expression, to relieve stress, widen networks, experiment with new identities, and the
EXECUTIVE SUMMARY 3
                 Success stories – compilation of game-based learning initiatives in adults’
                                                                                 education

desire to compete and challenge the others. Players tend to feel secure, respected,
esteemed, empowered, in charge; they are likely to make an investment in it.

A wide range of intercultural competences surfaced in the research on effective games.
Those that seemed most appropriate as learning objectives for a social game for adults
were self-awareness of prejudices and stereotypes, the diversity of communication styles,
suspending judgment and empathy. In addition, successfully engaging players will likely
promote a number of related competences, including digital competences, collaboration,
lateral and strategic thinking, and new forms of literacy, including problem solving,
analysis and creative reconstruction of content, multitasking, critical judgment, trans-
media navigation, and social interactions and negotiation.

The pedagogical potential of social games to achieve these objectives and promote these
competences derives from immersive and interactive engagement; self-paced, non-linear
and branching activities with multiple outcomes; collaboration and competition;
contextual learning that can simulate real life situations, such as solving problems socially;
integrated precise performance measurement and feedback. Fun and engaging games
capture curiosity and encourage players to work and play together for their mutual
growth and success.

The successful implementation of a game-based learning initiative depends on a number
of variables, not all of which are under the control of the creators. Online gamers often
suffer from slow internet connections, glitches in the platform functioning, technical
literacy, even finding friends and foes with whom to play. Since the most important
variable is engagement, that the player suspends disbelief and becomes immersed in the
activities of the game which, if well designed, result in the change in attitude and behavior
that is sought the game design, development and deployment needs to avoid as many
obstacles to this engagement as possible.

A wide range of success examples surfaced in the search and conversations. Each of the
national reports lists a select few that should be played for inspiration. From wildly
popular commercial games such as The Sims and Farmville, to effective transformational
games such as Darfur is Dying, Peacemaker, Global Conflicts – Palestine, and PING
(Poverty is Not a Game), all share designs that bring players back, encourage them to
involve others, and promote envisioning the real world in a different way. From them
designers should learn to define very specifically what they want to achieve, provide for a
EXECUTIVE SUMMARY 4
                  Success stories – compilation of game-based learning initiatives in adults’
                                                                                  education

variety of contexts for play (including traditional classrooms), and find both a compelling
story and engaging activities to advance it.

Taken together, the national reports are a rich collection of experience and intelligence
that should be re-visited regularly in any design, development, and deployment process
involving games to promote adult competences.

Más contenido relacionado

Similar a Executive summary WP2

Serious Games and Formal and Informal Learning
Serious Games and Formal and Informal LearningSerious Games and Formal and Informal Learning
Serious Games and Formal and Informal LearningeLearning Papers
 
educatonal games.docx
educatonal games.docxeducatonal games.docx
educatonal games.docxanime games
 
Success stories compilation of game-based learning initiatives in adults educ...
Success stories compilation of game-based learning initiatives in adults educ...Success stories compilation of game-based learning initiatives in adults educ...
Success stories compilation of game-based learning initiatives in adults educ...Vasilis Sotiroudas
 
MarsAshton_DefiningNarrativeDevices_MAThesis
MarsAshton_DefiningNarrativeDevices_MAThesisMarsAshton_DefiningNarrativeDevices_MAThesis
MarsAshton_DefiningNarrativeDevices_MAThesisMars Ashton
 
Fingers on the Screen: Game-Based Learning for Students with Intellectual Dis...
Fingers on the Screen: Game-Based Learning for Students with Intellectual Dis...Fingers on the Screen: Game-Based Learning for Students with Intellectual Dis...
Fingers on the Screen: Game-Based Learning for Students with Intellectual Dis...eLearning Papers
 
Impact of play based learning on the development.pdf
Impact of play based learning on the development.pdfImpact of play based learning on the development.pdf
Impact of play based learning on the development.pdfvideosplay360
 
Serious games review
Serious games reviewSerious games review
Serious games reviewRoel Palmaers
 
group_15_empirya_p1projectIndustrial.pdf
group_15_empirya_p1projectIndustrial.pdfgroup_15_empirya_p1projectIndustrial.pdf
group_15_empirya_p1projectIndustrial.pdfneelspinoy
 
Game based learning and intrinsic motivation
Game based learning and intrinsic motivationGame based learning and intrinsic motivation
Game based learning and intrinsic motivationKristi Mead
 
DEVELOPMENT OF RUBRIC TO MEASURE CHILDREN’S CREATIVITY IN GAME DESIGN
DEVELOPMENT OF RUBRIC TO MEASURE CHILDREN’S CREATIVITY IN GAME DESIGNDEVELOPMENT OF RUBRIC TO MEASURE CHILDREN’S CREATIVITY IN GAME DESIGN
DEVELOPMENT OF RUBRIC TO MEASURE CHILDREN’S CREATIVITY IN GAME DESIGNijma
 
DEVELOPMENT OF RUBRIC TO MEASURE CHILDREN’S CREATIVITY IN GAME DESIGN
DEVELOPMENT OF RUBRIC TO MEASURE CHILDREN’S CREATIVITY IN GAME DESIGNDEVELOPMENT OF RUBRIC TO MEASURE CHILDREN’S CREATIVITY IN GAME DESIGN
DEVELOPMENT OF RUBRIC TO MEASURE CHILDREN’S CREATIVITY IN GAME DESIGNijma
 
REFSQ 2014 poster - Maris Dargis
REFSQ 2014 poster - Maris DargisREFSQ 2014 poster - Maris Dargis
REFSQ 2014 poster - Maris DargisMāris Darģis
 
article_151920.pdf
article_151920.pdfarticle_151920.pdf
article_151920.pdfjesb3
 
A Practitioner S Guide To Gamification Of Education
A Practitioner S Guide To Gamification Of EducationA Practitioner S Guide To Gamification Of Education
A Practitioner S Guide To Gamification Of EducationRhonda Cetnar
 
Serious games for social competence and creativity
Serious games for social competence and creativitySerious games for social competence and creativity
Serious games for social competence and creativityKarel Van Isacker
 

Similar a Executive summary WP2 (20)

Serious Games and Formal and Informal Learning
Serious Games and Formal and Informal LearningSerious Games and Formal and Informal Learning
Serious Games and Formal and Informal Learning
 
educatonal games.docx
educatonal games.docxeducatonal games.docx
educatonal games.docx
 
Success stories compilation of game-based learning initiatives in adults educ...
Success stories compilation of game-based learning initiatives in adults educ...Success stories compilation of game-based learning initiatives in adults educ...
Success stories compilation of game-based learning initiatives in adults educ...
 
Gamification
GamificationGamification
Gamification
 
1867-Flanagan
1867-Flanagan1867-Flanagan
1867-Flanagan
 
MarsAshton_DefiningNarrativeDevices_MAThesis
MarsAshton_DefiningNarrativeDevices_MAThesisMarsAshton_DefiningNarrativeDevices_MAThesis
MarsAshton_DefiningNarrativeDevices_MAThesis
 
Fingers on the Screen: Game-Based Learning for Students with Intellectual Dis...
Fingers on the Screen: Game-Based Learning for Students with Intellectual Dis...Fingers on the Screen: Game-Based Learning for Students with Intellectual Dis...
Fingers on the Screen: Game-Based Learning for Students with Intellectual Dis...
 
Game Changer Final
Game Changer FinalGame Changer Final
Game Changer Final
 
Impact of play based learning on the development.pdf
Impact of play based learning on the development.pdfImpact of play based learning on the development.pdf
Impact of play based learning on the development.pdf
 
Serious games review
Serious games reviewSerious games review
Serious games review
 
group_15_empirya_p1projectIndustrial.pdf
group_15_empirya_p1projectIndustrial.pdfgroup_15_empirya_p1projectIndustrial.pdf
group_15_empirya_p1projectIndustrial.pdf
 
LEARNING ENTREPRENEURSHIP WITH SERIOUS GAMES - A CLASSROOM APPROACH
LEARNING ENTREPRENEURSHIP WITH SERIOUS GAMES - A CLASSROOM APPROACHLEARNING ENTREPRENEURSHIP WITH SERIOUS GAMES - A CLASSROOM APPROACH
LEARNING ENTREPRENEURSHIP WITH SERIOUS GAMES - A CLASSROOM APPROACH
 
Game based learning and intrinsic motivation
Game based learning and intrinsic motivationGame based learning and intrinsic motivation
Game based learning and intrinsic motivation
 
Booklet REPLAY 2019 final
Booklet REPLAY 2019 finalBooklet REPLAY 2019 final
Booklet REPLAY 2019 final
 
DEVELOPMENT OF RUBRIC TO MEASURE CHILDREN’S CREATIVITY IN GAME DESIGN
DEVELOPMENT OF RUBRIC TO MEASURE CHILDREN’S CREATIVITY IN GAME DESIGNDEVELOPMENT OF RUBRIC TO MEASURE CHILDREN’S CREATIVITY IN GAME DESIGN
DEVELOPMENT OF RUBRIC TO MEASURE CHILDREN’S CREATIVITY IN GAME DESIGN
 
DEVELOPMENT OF RUBRIC TO MEASURE CHILDREN’S CREATIVITY IN GAME DESIGN
DEVELOPMENT OF RUBRIC TO MEASURE CHILDREN’S CREATIVITY IN GAME DESIGNDEVELOPMENT OF RUBRIC TO MEASURE CHILDREN’S CREATIVITY IN GAME DESIGN
DEVELOPMENT OF RUBRIC TO MEASURE CHILDREN’S CREATIVITY IN GAME DESIGN
 
REFSQ 2014 poster - Maris Dargis
REFSQ 2014 poster - Maris DargisREFSQ 2014 poster - Maris Dargis
REFSQ 2014 poster - Maris Dargis
 
article_151920.pdf
article_151920.pdfarticle_151920.pdf
article_151920.pdf
 
A Practitioner S Guide To Gamification Of Education
A Practitioner S Guide To Gamification Of EducationA Practitioner S Guide To Gamification Of Education
A Practitioner S Guide To Gamification Of Education
 
Serious games for social competence and creativity
Serious games for social competence and creativitySerious games for social competence and creativity
Serious games for social competence and creativity
 

Último

Sanyam Choudhary Chemistry practical.pdf
Sanyam Choudhary Chemistry practical.pdfSanyam Choudhary Chemistry practical.pdf
Sanyam Choudhary Chemistry practical.pdfsanyamsingh5019
 
Presentation by Andreas Schleicher Tackling the School Absenteeism Crisis 30 ...
Presentation by Andreas Schleicher Tackling the School Absenteeism Crisis 30 ...Presentation by Andreas Schleicher Tackling the School Absenteeism Crisis 30 ...
Presentation by Andreas Schleicher Tackling the School Absenteeism Crisis 30 ...EduSkills OECD
 
Kisan Call Centre - To harness potential of ICT in Agriculture by answer farm...
Kisan Call Centre - To harness potential of ICT in Agriculture by answer farm...Kisan Call Centre - To harness potential of ICT in Agriculture by answer farm...
Kisan Call Centre - To harness potential of ICT in Agriculture by answer farm...Krashi Coaching
 
Russian Call Girls in Andheri Airport Mumbai WhatsApp 9167673311 💞 Full Nigh...
Russian Call Girls in Andheri Airport Mumbai WhatsApp  9167673311 💞 Full Nigh...Russian Call Girls in Andheri Airport Mumbai WhatsApp  9167673311 💞 Full Nigh...
Russian Call Girls in Andheri Airport Mumbai WhatsApp 9167673311 💞 Full Nigh...Pooja Nehwal
 
Z Score,T Score, Percential Rank and Box Plot Graph
Z Score,T Score, Percential Rank and Box Plot GraphZ Score,T Score, Percential Rank and Box Plot Graph
Z Score,T Score, Percential Rank and Box Plot GraphThiyagu K
 
SOCIAL AND HISTORICAL CONTEXT - LFTVD.pptx
SOCIAL AND HISTORICAL CONTEXT - LFTVD.pptxSOCIAL AND HISTORICAL CONTEXT - LFTVD.pptx
SOCIAL AND HISTORICAL CONTEXT - LFTVD.pptxiammrhaywood
 
1029 - Danh muc Sach Giao Khoa 10 . pdf
1029 -  Danh muc Sach Giao Khoa 10 . pdf1029 -  Danh muc Sach Giao Khoa 10 . pdf
1029 - Danh muc Sach Giao Khoa 10 . pdfQucHHunhnh
 
Student login on Anyboli platform.helpin
Student login on Anyboli platform.helpinStudent login on Anyboli platform.helpin
Student login on Anyboli platform.helpinRaunakKeshri1
 
microwave assisted reaction. General introduction
microwave assisted reaction. General introductionmicrowave assisted reaction. General introduction
microwave assisted reaction. General introductionMaksud Ahmed
 
Measures of Dispersion and Variability: Range, QD, AD and SD
Measures of Dispersion and Variability: Range, QD, AD and SDMeasures of Dispersion and Variability: Range, QD, AD and SD
Measures of Dispersion and Variability: Range, QD, AD and SDThiyagu K
 
Call Girls in Dwarka Mor Delhi Contact Us 9654467111
Call Girls in Dwarka Mor Delhi Contact Us 9654467111Call Girls in Dwarka Mor Delhi Contact Us 9654467111
Call Girls in Dwarka Mor Delhi Contact Us 9654467111Sapana Sha
 
Beyond the EU: DORA and NIS 2 Directive's Global Impact
Beyond the EU: DORA and NIS 2 Directive's Global ImpactBeyond the EU: DORA and NIS 2 Directive's Global Impact
Beyond the EU: DORA and NIS 2 Directive's Global ImpactPECB
 
mini mental status format.docx
mini    mental       status     format.docxmini    mental       status     format.docx
mini mental status format.docxPoojaSen20
 
BAG TECHNIQUE Bag technique-a tool making use of public health bag through wh...
BAG TECHNIQUE Bag technique-a tool making use of public health bag through wh...BAG TECHNIQUE Bag technique-a tool making use of public health bag through wh...
BAG TECHNIQUE Bag technique-a tool making use of public health bag through wh...Sapna Thakur
 
Disha NEET Physics Guide for classes 11 and 12.pdf
Disha NEET Physics Guide for classes 11 and 12.pdfDisha NEET Physics Guide for classes 11 and 12.pdf
Disha NEET Physics Guide for classes 11 and 12.pdfchloefrazer622
 
BASLIQ CURRENT LOOKBOOK LOOKBOOK(1) (1).pdf
BASLIQ CURRENT LOOKBOOK  LOOKBOOK(1) (1).pdfBASLIQ CURRENT LOOKBOOK  LOOKBOOK(1) (1).pdf
BASLIQ CURRENT LOOKBOOK LOOKBOOK(1) (1).pdfSoniaTolstoy
 
CARE OF CHILD IN INCUBATOR..........pptx
CARE OF CHILD IN INCUBATOR..........pptxCARE OF CHILD IN INCUBATOR..........pptx
CARE OF CHILD IN INCUBATOR..........pptxGaneshChakor2
 
Grant Readiness 101 TechSoup and Remy Consulting
Grant Readiness 101 TechSoup and Remy ConsultingGrant Readiness 101 TechSoup and Remy Consulting
Grant Readiness 101 TechSoup and Remy ConsultingTechSoup
 

Último (20)

Sanyam Choudhary Chemistry practical.pdf
Sanyam Choudhary Chemistry practical.pdfSanyam Choudhary Chemistry practical.pdf
Sanyam Choudhary Chemistry practical.pdf
 
Presentation by Andreas Schleicher Tackling the School Absenteeism Crisis 30 ...
Presentation by Andreas Schleicher Tackling the School Absenteeism Crisis 30 ...Presentation by Andreas Schleicher Tackling the School Absenteeism Crisis 30 ...
Presentation by Andreas Schleicher Tackling the School Absenteeism Crisis 30 ...
 
Kisan Call Centre - To harness potential of ICT in Agriculture by answer farm...
Kisan Call Centre - To harness potential of ICT in Agriculture by answer farm...Kisan Call Centre - To harness potential of ICT in Agriculture by answer farm...
Kisan Call Centre - To harness potential of ICT in Agriculture by answer farm...
 
Russian Call Girls in Andheri Airport Mumbai WhatsApp 9167673311 💞 Full Nigh...
Russian Call Girls in Andheri Airport Mumbai WhatsApp  9167673311 💞 Full Nigh...Russian Call Girls in Andheri Airport Mumbai WhatsApp  9167673311 💞 Full Nigh...
Russian Call Girls in Andheri Airport Mumbai WhatsApp 9167673311 💞 Full Nigh...
 
Z Score,T Score, Percential Rank and Box Plot Graph
Z Score,T Score, Percential Rank and Box Plot GraphZ Score,T Score, Percential Rank and Box Plot Graph
Z Score,T Score, Percential Rank and Box Plot Graph
 
SOCIAL AND HISTORICAL CONTEXT - LFTVD.pptx
SOCIAL AND HISTORICAL CONTEXT - LFTVD.pptxSOCIAL AND HISTORICAL CONTEXT - LFTVD.pptx
SOCIAL AND HISTORICAL CONTEXT - LFTVD.pptx
 
1029 - Danh muc Sach Giao Khoa 10 . pdf
1029 -  Danh muc Sach Giao Khoa 10 . pdf1029 -  Danh muc Sach Giao Khoa 10 . pdf
1029 - Danh muc Sach Giao Khoa 10 . pdf
 
Student login on Anyboli platform.helpin
Student login on Anyboli platform.helpinStudent login on Anyboli platform.helpin
Student login on Anyboli platform.helpin
 
microwave assisted reaction. General introduction
microwave assisted reaction. General introductionmicrowave assisted reaction. General introduction
microwave assisted reaction. General introduction
 
INDIA QUIZ 2024 RLAC DELHI UNIVERSITY.pptx
INDIA QUIZ 2024 RLAC DELHI UNIVERSITY.pptxINDIA QUIZ 2024 RLAC DELHI UNIVERSITY.pptx
INDIA QUIZ 2024 RLAC DELHI UNIVERSITY.pptx
 
Measures of Dispersion and Variability: Range, QD, AD and SD
Measures of Dispersion and Variability: Range, QD, AD and SDMeasures of Dispersion and Variability: Range, QD, AD and SD
Measures of Dispersion and Variability: Range, QD, AD and SD
 
Call Girls in Dwarka Mor Delhi Contact Us 9654467111
Call Girls in Dwarka Mor Delhi Contact Us 9654467111Call Girls in Dwarka Mor Delhi Contact Us 9654467111
Call Girls in Dwarka Mor Delhi Contact Us 9654467111
 
Código Creativo y Arte de Software | Unidad 1
Código Creativo y Arte de Software | Unidad 1Código Creativo y Arte de Software | Unidad 1
Código Creativo y Arte de Software | Unidad 1
 
Beyond the EU: DORA and NIS 2 Directive's Global Impact
Beyond the EU: DORA and NIS 2 Directive's Global ImpactBeyond the EU: DORA and NIS 2 Directive's Global Impact
Beyond the EU: DORA and NIS 2 Directive's Global Impact
 
mini mental status format.docx
mini    mental       status     format.docxmini    mental       status     format.docx
mini mental status format.docx
 
BAG TECHNIQUE Bag technique-a tool making use of public health bag through wh...
BAG TECHNIQUE Bag technique-a tool making use of public health bag through wh...BAG TECHNIQUE Bag technique-a tool making use of public health bag through wh...
BAG TECHNIQUE Bag technique-a tool making use of public health bag through wh...
 
Disha NEET Physics Guide for classes 11 and 12.pdf
Disha NEET Physics Guide for classes 11 and 12.pdfDisha NEET Physics Guide for classes 11 and 12.pdf
Disha NEET Physics Guide for classes 11 and 12.pdf
 
BASLIQ CURRENT LOOKBOOK LOOKBOOK(1) (1).pdf
BASLIQ CURRENT LOOKBOOK  LOOKBOOK(1) (1).pdfBASLIQ CURRENT LOOKBOOK  LOOKBOOK(1) (1).pdf
BASLIQ CURRENT LOOKBOOK LOOKBOOK(1) (1).pdf
 
CARE OF CHILD IN INCUBATOR..........pptx
CARE OF CHILD IN INCUBATOR..........pptxCARE OF CHILD IN INCUBATOR..........pptx
CARE OF CHILD IN INCUBATOR..........pptx
 
Grant Readiness 101 TechSoup and Remy Consulting
Grant Readiness 101 TechSoup and Remy ConsultingGrant Readiness 101 TechSoup and Remy Consulting
Grant Readiness 101 TechSoup and Remy Consulting
 

Executive summary WP2

  • 1. WP 2 ANALYSIS ON THE USE OF GAME-BASED LEARNING INITIATIVES Success stories – compilation of game-based learning initiatives in adults’ education EXECUTIVE SUMMARY
  • 2. EXECUTIVE SUMMARY 2 Success stories – compilation of game-based learning initiatives in adults’ education COMPILATION OF GAME-BASED LEARNING RESEARCH INITIATIVES IN ADULT EDUCATION This final report “Success stories – compilation of game-based learning initiatives in adults’ education” and its appendices contains the main conclusions of national and international research on the design and implementation of game-based learning initiatives in adult education and were developed within the framework of the Playing for Interculturality (P4I) Project (Ref. 518475-LLP-1-2011-1-ES-GRUNDTVIG-GMP), Work Package 2, “Analysis on the use of game-based learning initiatives.” It aims at analyzing the pedagogical potential of games (especially social games) applied to competences development, identifying those variables that influence the successful implementation of game-based learning initiatives, as well as gathering success examples and good practices on EU and international levels to be used as inspirations for adults training practitioners. The methodologies employed were to search for relevant information, hold focus groups of members of the target group, and interviews with specialists in the target group members. In each of the countries studied (Greece, Italy, Portugal, Spain, Romania, the UK and the US) the use of game-based learning is a rapidly growing trend that is pervading different areas of knowledge. It has gained considerable traction and we can observe a significant qualitative change, nevertheless there is still prevailing gap in usage, in part due to negative stereotypes of gamers, limited expertise in ICT and in games among trainers, and a shortage of good educational games. While there is often a lack of pedagogical design behind current social games, the profile of social game players and gamers is increasingly broad, covering a wide demographic across gender, age and social status that offers an opportunity for game-based learning. Assuming the target audience to be adults, there is significant growth in their use of social media such as Facebook and of social games at this time. The gap between access and participation has closed significantly so that the platform on which the game would be made available is critical to determining who would likely use it and whom else they might recruit to participate. What drives such players to play are the desire to meet new people, to cooperate, to try new games, find new forms of self-expression, to relieve stress, widen networks, experiment with new identities, and the
  • 3. EXECUTIVE SUMMARY 3 Success stories – compilation of game-based learning initiatives in adults’ education desire to compete and challenge the others. Players tend to feel secure, respected, esteemed, empowered, in charge; they are likely to make an investment in it. A wide range of intercultural competences surfaced in the research on effective games. Those that seemed most appropriate as learning objectives for a social game for adults were self-awareness of prejudices and stereotypes, the diversity of communication styles, suspending judgment and empathy. In addition, successfully engaging players will likely promote a number of related competences, including digital competences, collaboration, lateral and strategic thinking, and new forms of literacy, including problem solving, analysis and creative reconstruction of content, multitasking, critical judgment, trans- media navigation, and social interactions and negotiation. The pedagogical potential of social games to achieve these objectives and promote these competences derives from immersive and interactive engagement; self-paced, non-linear and branching activities with multiple outcomes; collaboration and competition; contextual learning that can simulate real life situations, such as solving problems socially; integrated precise performance measurement and feedback. Fun and engaging games capture curiosity and encourage players to work and play together for their mutual growth and success. The successful implementation of a game-based learning initiative depends on a number of variables, not all of which are under the control of the creators. Online gamers often suffer from slow internet connections, glitches in the platform functioning, technical literacy, even finding friends and foes with whom to play. Since the most important variable is engagement, that the player suspends disbelief and becomes immersed in the activities of the game which, if well designed, result in the change in attitude and behavior that is sought the game design, development and deployment needs to avoid as many obstacles to this engagement as possible. A wide range of success examples surfaced in the search and conversations. Each of the national reports lists a select few that should be played for inspiration. From wildly popular commercial games such as The Sims and Farmville, to effective transformational games such as Darfur is Dying, Peacemaker, Global Conflicts – Palestine, and PING (Poverty is Not a Game), all share designs that bring players back, encourage them to involve others, and promote envisioning the real world in a different way. From them designers should learn to define very specifically what they want to achieve, provide for a
  • 4. EXECUTIVE SUMMARY 4 Success stories – compilation of game-based learning initiatives in adults’ education variety of contexts for play (including traditional classrooms), and find both a compelling story and engaging activities to advance it. Taken together, the national reports are a rich collection of experience and intelligence that should be re-visited regularly in any design, development, and deployment process involving games to promote adult competences.