An interactive capacity building experience – an approach with serious games Chengzi Chew, DHI Gareth James Lloyd, UNEP-DHI 31 May 2013.

Slides:



Advertisements
Similar presentations
BLR’s Human Resources Training Presentations
Advertisements

QUALITY ASSURANCE OF E-LEARNING ENQA Workshop Josep Llados Vice-Rector for Faculty and Academic Policy Sigtuna, October 2009.
Creating the Map To Set the Direction. Educational Positioning System (EPS – a play on GPS)
Structure of Games Formal Elements Element that engage the Player Dramatic Elements.
Dr. Debbie Ging and Dr. Miriam Judge Dublin City University.
+ Project IDEAL in Minnesota: Building a Community of ABE DL Practice Minnesota ABE DL Toolkit.
1 Positive Learning Outcomes Through Problem-Based Learning Willie Yip Department of Computing.
LTE Learning and Teaching Efficiently on the basis of Innovative Methods and ICT. Presenter: Marian Aleson Universidad de Alicante.
E-Learning Practices at PPU Dr. Mahmoud Hasan AL-Saheb Palestine Polytechnic University Administrative Sciences and Informatics College,
1 Challenges facing Islamic Banking and Finance Education : A Programme for Action Brian Kettell Islamic Banking Training.
Project-Based Learning
Developing Effective Questioning In Teaching Games For Understanding (TGfU) Pearson & Webb, 2008.
Games as Capacity Building Instruments How seriously has “Serious Play” been applied in Urban Planning?
Chun-Tsai Wu 1,2, Szu-Ming Chung 1, and Shao-Shiun Chang 2 1 Department of Digital Content Design, Ling Tung University, 2 Department and Graduate Institute.
Diana Laurillard Head, e-Learning Strategy Unit Overview of e-learning: aims and priorities.
Intel Teach Elements Collaboration in the Digital Classroom Charity I. Mulig First Webinar Session October 18, :00 – 9:30 pm.
GEO Work Plan Symposium 2012 ID-05 Resource Mobilization for Capacity Building (individual, institutional & infrastructure)
UNIVIRTUAL FOR INSTRUCTIONAL DESIGN Versione 00 del 29/07/2009.
Capacity Building Experiences of the UNESCO-IHE Institute for Water Education Maarten Blokland.
CURRENT TRENDS IN COMMUNICATIVE LANGUAGE TEACHING
Presenters: Hlengiwe & Mathapelo 02 July Agenda 1. Introduction 2. Adobe Youth Voices 3. Goals for youth media 4. Programme Impacts 5. Integration.
* Discussion: DO YOU AGREE OR DISAGREE WITH THESE STATEMENTS? WHY OR WHY NOT? 1.The difficulty of a text depends mostly on the vocabulary it contains.
Page 1 TECHNICAL TRAINING AND COMMUNICATION USING INFORMATIC WAYS By Gabriela Măgîrdicean Energetic Technical College of Constanţa.
Active Dorset Physical Education and School Sport Conference 2014 ‘Exploring the New Curriculum' Sue Wilkinson September 2014.
Effective curriculum design and development Evidence from research For further school friendly resources visit For further.
Final Presentation CSD200424/05/2004. Integrating services such as TV, Telephony & Internet over the same IP network. One Connection. One Package. One.
INTERNATIONAL LABOUR ORGANIZATION Conditions of Work and Employment Programme (TRAVAIL) 2012 Module 15: Capacity development and training on Maternity.
ICT in teaching and learning. ICT in Galician Educational System integration of ICT in all school subjects use of 1:1 move from media consuming to create.
Let’s stay serious – but motivated! Introduction to Gamification in Education DELP Workshop 2015 – Renée Schulz.
Maria Lucia Uribe Torres Director Arigatou International Geneva K okoro A virtual global community to develop intercultural and interfaith learning and.
ARHunter: A Multiplayer Game Using Gestural Input in a Location-Sensitive and Immersive Environment Koji YataniUniversity of Tokyo Masanori SugimotoUniversity.
Adaptation knowledge needs and response under the UNFCCC process Adaptation Knowledge Day V Session 1: Knowledge Gaps Bonn, Germany 09 June 2014 Rojina.
1 WERT: WP 5 RG EVANS ASSOCIATES November 2010 Aim To pilot and evaluate the content and context of the course material with target groups To help women.
Forum Information Center Presenter: Kulcsár Mária.
TUTORIAL ON CROSS- CURRICULAR TEACHING I. BACKGROUND.
Designing schools, curriculum and assessment for the 21st Century Friday 18 th June 2010
Content and Graphics in the Virtual Atom Smasher game Theodoridou Lioumpa, PH/SFT CERN 2015.
Project for the creation and implementation of Serious Games in the context of the development of a free platform to strengthen the learning of Basic English.
School Improvement Partnership Programme: Summary of interim findings March 2014.
Developing a Sustainable Procurement Policy and Strategy EAUC – EAF Programme.
THE PROJECT “THE YOUTH AGAINST VIOLENCE”. Project financed from the European Social Fund and implemented by the Ministry of Education, Research and Innovation,
Curriculum Design through Technology Enhanced Learning Christine Davies,
POPBL GUIDELINE BOOK FOR TEACHERS 1.Introduction to POPBL 2.Planning POPBL 3.Projects in POPBL 4.Applying POPBL in your course 5.E-learning Tools in POPBL.
Reflections What has been learned about good practice in life skills competencies in teaching and learning? Very important to be a good teacher Once teachers.
Teachers Discovering Computers Integrating Technology and Digital Media in the Classroom 5 th Edition Lesson 6 Technology, Digital Media and Curriculum.
Proposal for the National Curriculum Framework (NCF) for Children from Birth to Four And the Support Programme for Practitioners and Parents Hasina Ebrahim.
NA Sales Training 2007 The Digital Marketing Space.
Implementing the Professional Growth Process Session 3 Observing Teaching and Professional Conversations American International School-Riyadh Saturday,
CMCSS Digital Blended Learning Introduction – Session 1 The Case for Blended Learning The CMCSS Vision And Purpose End of Year 1 (16-17) Expectations.
Pengfei Wu PhD Student in BNU Introduction to LCS(2)- Application Scenarios,Ongoing Exploration and Demo Modern.
Virtual Horizons: Using Online Applications to Enrich New Literacies Tasha A. Thomas, SWP Director, USC Upstate Dawn Mitchell, SWP.
Exploitation means to use and benefit from something. For Erasmus+ this means maximising the potential of the funded activities, so that the results are.
Win! Win! A case study of student / tutor / researcher / technician collaboration in teaching and research integration. Presentation by Michael Horswell,
Agenda Instructional software Software Evaluation Project
Finnish Core Curriculum – New Approach to Learning
The Post-16 Perfect Storm
ICT22 – 2016: Technologies for Learning and Skills ICT24 – 2016: Gaming and gamification Francesca Borrelli DG CONNECT, European Commission BRUXELLES.
E-Learning Yoga Mahesa Prima K
Win! Win! Win! Win! A case study of student / tutor / researcher / technician collaboration in teaching and research integration. Presentation by Michael.
“Enable content” to allow for the video (slide 8) to play
Teaching with Instructional Software
STTEP project Supporting Transition Towards Education Progression
Win! Win! Win! Win! A case study of student / tutor / researcher / technician collaboration in teaching and research integration. Presentation by Michael.
Smart Learning concepts to enhance SMART Universities in Africa
TUTORIAL ON CROSS-CURRICULAR TEACHING
The CYBERWISER.eu project
Gamification for Educators
Week 2 Evaluation Framework
Rotterdam:15-17/11/2001.
Presentation transcript:

An interactive capacity building experience – an approach with serious games Chengzi Chew, DHI Gareth James Lloyd, UNEP-DHI 31 May 2013

Content 1.Introduction to Aqua Republica 2.Games in capacity development and water management 3.Aqua Republica design and applications 4.Potential and promotion of games 5.Future developments

Purpose of 5th Symposium DHI and UNEP-DHI Center project Aims to promote sustainable water resources management by sharing knowledge to: Raise awareness Build capacity Integrating numerical model, real data and real life scenarios Introduction to Aqua Republica

Purpose of 5th Symposium Serious game is a category of games that is designed for a specific purpose other than for entertainment They are capable of: Solving complex problems collaboratively Achieving predictive modelling and real time visualization Increasing 120% more self learning and 109% more retention of knowledge, compared to traditional methods* Providing a flexible and scalable learning environment Improving ROI from processes and resources Games in Capacity Development and Water Management Examples of organisations that uses serious games *Source: ADL Research & Evaluation Team

Purpose of 5th Symposium In Aqua Republica, we try to Raise awareness of various water issues Promote problem solving in water issues Disseminate best practises in solving water issues (thus building capacity) Games in Capacity Development and Water Management

Purpose of 5th Symposium Typical game design (e.g. Monopoly): 1.Well defined area (the game board) 2.Set of rules (buy property, pay rent, chance cards, go to jail) 3.Struggles (be the player with the most valuable property cards) Note: set of rules and struggles are only valid in- game Aqua Republica design and applications Source:

Purpose of 5th Symposium Aqua Republica design: 1.Well defined area (a water catchment) 2.Set of rules (Food, energy, water connectivity) 3.Struggles (build a prosperous catchment while managing demand conflicts) Note: set of rules and struggles are only valid in-game but can be applied outside the game Aqua Republica design and applications

Purpose of 5th Symposium Aqua Republica design and applications ApplicationsPurposeUsing a fictitious virtual environment Using a realistic virtual environment Stand-alone game Raise awareness of issues Build capacity on an individual level Appeals to a wider and more generic group of audience as game content does not reflect any local region Beneficial for breaking down barriers of communication because of the neutrality of the environment In-depth discussions relating to local issues Hands-on exercises with a teacher Build capacity on an individual and organisation level Engage participants’ interest and increase discussions Competition between participants Monitor and track learning progress Engage participants’ interest and increase discussions AssessmentMonitor and track learning progress

Purpose of 5th Symposium Games are new interactive tools for teaching, using more games to teach will drive more game developments and will improve game design. Potential and promotion of games Source: youtube.com Analog game Digital game ??

Purpose of 5th Symposium Readily available Ease of use (sign up, login, play) Modular components for customisation which allows Changes in numerical model or water data Changes in landscape of the game Changes in languages and scenarios within the game Changes in learning goals Potential and promotion of Aqua Republica

Purpose of 5th Symposium Potential and promotion of Aqua Republica Aqua Republica demo in West Africa 2013

Purpose of 5th Symposium Potential and promotion of Aqua Republica UNEP-DHI Eco Challenge in Thailand 2013

Purpose of 5th Symposium More complex processes More cirriculum and associated training materials More platforms (e.g. mobile) Future developments Source:

Purpose of 5th Symposium Future developments of Aqua Republica

Purpose of 5th Symposium Thank you for your attention. Contact details Name:Mr. Chengzi Mr. Gareth James Lloyd Function:Serious Games, HeadSenior Programme Advisor Organisation:DHIUNEP-DHI Aqua Republica Video For more info, visit