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Here we will list sites related to game-based learning, other EU projects, etc.

Projects from the EC Lifelong Learning Programme:

  • RECALL: Location Based Services – Reconnecting Excluded Communities and Lifelong Learning (1 Nov 2009 -  31 Oct 2012)
    RECALL combines location based services with games based learning approaches in order to allow people with learning disabilities to plan, rehearse and then actually reconnect with learning, employment and other community opportunities.
  •  E-VITA: European Life Experience (2009-2010)
    The e-VITA project promotes and investigates pedagogy-driven innovation by defining new approaches to problem-based and contextualised learning. Furthermore, it facilitates knowledge-transfer mechanisms which integrate Game Based Learning [GBL] with intergenerational learning concepts. 
  • SimSafety - “Flight Simulator” for Internet Safety (01/01/2009 - 31/12/2010)
    The project will address Internet safety issues with the aim to achieve an in-depth understanding regarding safety breaches and protective measures and actions, primarily within the school and family environment. For this purpose, an Online Virtual Game Environment will be developed, supporting i) role-playing game scenarios, offered in real-time to ii) dynamic groups of online users, iii) exposed to (penalised) safety traps, which should be recognized and overcome through (accredited) appropriate game actions. 
  • ENERG@ITC: Laboratoire virtuel pour éduquer à l'énergie durable (01/01/2008 - 31/03/2010)
    The «Virtual Energ@tic Laboratory» proposes to the students from primary and secondary school a series of challenges to save energy starting from familiar situations. Pupils will take part in various awareness-raising activities such as designing and implementing an energy game, a humorous drawing competition (waste, price, ecology), a non-polluting mini-mobile device competition, a meeting of alternative-energy vehicles, and so on. 
  • IMAGINE: Increasing Mainstreaming of Games In Learning Policies (2009-2010)
    IMAGINE (Increasing Mainstreaming of Games In Learning Policies) aims to show conclusively that games can succeed because they use sound pedagogical approaches in the development of valuable skills such as: strategic thinking, planning; communication, application of numbers,  negotiating skills
    group decision-making, data-handling, eye-hand coordination.
    IMAGINE aims to show conclusively that games can succeed because they use sound pedagogical approaches in the development of valuable skills such as: strategic thinking, planning; communication, application of numbers,  negotiating skills group decision-making, data-handling, eye-hand coordination. 

Projects from the EC Framework 7:

  • GaLA - Games and Learning Alliance (18 Oct 2010 - 31 Dec 2014)
    GaLA is the Network of Excellence (NoE) on Serious Games funded by the European Union in FP7 – IST ICT, Technology Enhanced Learning. 

Other projects and initiatives:

  • European Schoolnet (EUN) - An European Network on ICT in School Education 
    EUN) is a network of 31 Ministries of Education in Europe and beyond. EUN was created more than 10 years ago with the aim to bring about innovation in teaching and learning to its key stakeholders: Ministries of Education, schools, teachers and researchers. 
  • COMP@CT - Comenius Multimedia Projects and Communication Technologies (October 2001 to September 2004)
    COMP@CT is a Thematic Educational Network focusing on Comenius schools which main aim is to make better use of ICT in their project work. The main target group consists of teachers at all levels of the educational system and in all types of educational institution. 
  • LUDUS - a European network for the transfer of knowledge and dissemination of best practices in the innovative field of Serious Games (May 2009 - April 2012)
    LUDUD focusess on interaction between developers and users, as well as feedback from the latter is more than necessary to improve and reach the maximum of the Serious Gaming field potentials. To that end, users and others involved are encouraged to submit their comments on functionality, thematic and application of Serious Gaming facilities, through the project’s communication tools. It is the goal of LUDUS, to offer these communication tools as a space for the exchange of opinions and the birth of new ideas, attracting and involving all stakeholders. 
Last Updated on Wednesday, 04 May 2011 08:57
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