GREAT FINDINGS – What we already know from the Project
From the Survey
A significant number of answers were achieved (542) on the GREAT survey launched early 2012. Answers coming from more than 32 countries, including several out of Europe. This meant that GBL and games in learning, in general, is an important issue at least atracting curiosity. (one of the sources for Great Learning...).
Also it showed that there are significant differences between men and women considering the number of times that they play games for pleasure. Men play significant more often than women.
Rather interesting is that there are no significant differences between age groups. Although the means suggest that the youngest play more than the older, the differences are not significant.
In Portugal, the age group 18-34 clearly states communication in foreign languages for training materials and the 45-54 for the learning to learn. However other competencies like soft skills or cultural awareness and expression also received high grade note. In Turkey expressively the choice is for communication in foreign language (63, 8% of respondents).
From the experts meeting works
GBL is special relevant both as a learn to learn methodology and as a learn to solve tool.
In order to prepare ourselves to a digital inclusive era in 2020, we must bear in mind how GBL is able to avoid digital exclusion and define what must be considered as a methodology or a learning process and how games might help to achieve educational purposes. Do you have the same sort of precautions on the subject?
Changes have to occur in training/learning programs to incorporate new learning modules; designers and producers have to work with trainers/teachers/educators and employers must participate in defining their needs.
From the Certification and Recognition of Training Systems