TEDxVienna - The Domino Effect
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On October 22th, 2011 the second TEDxVienna took place. Next to well-known Austrian Journalists like Robert Misik, Corinna Millborn or the foreign correspondent Karim El-Gawhary and social or political activists like Niko Alm, Albin Kurti, Bernhard Drumel or Leyla Tavernaro-Haidarian also people from the creative business were invited to speak on the TEDx-stage. Also Joerg spoke 15 minutes about Ludwig and the idea behind Serious and Educational Games.
Have you met TED?
25 years ago the first TED-conference took place ... a legendary idea was born. Die greatest thinker and outrider of our time (as the TED-website says) get invited to talk about their ideas and concerns ... for 18 minutes at most. Those talks get filmed and will be published online on TED.com and can be shared through all the social networks. The slogan of TED: Ideas worth spreading.
learn to play
Here's a video of Joergs talk ... we hope you like it!
Research on knowledge transfer in educational games
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We are happy to announce that we will investigate knowledge transfer effects in Video Games (exemplified by LUDWIG) within Sparkling science, a research program of the Austrian Federal Ministry of Science and Research
The Project is lead by the Danube University Krems, Department of "Applied Game Studies" in partnership with the University of Graz, Didactics of Physics and ovos.
Abstract:
playful learning!
Research on motivational aspects and knowledge transfer in digital educational games for children aged 10 to 14 years.
Current research on serious games allows only little inference about the optimization of knowledge transfer. To fill this gap we develop a research scenario to study motivation and knowledge transfer factors in educational games for children from 10 to 14. Our game “Ludwig” is an interactive learning game built around a serious topic: renewable energy. It is developed within an iterative didactic design approach developed by Wagner (2009). The development process is following three primary principles of game play: freedom to learn from errors, freedom to experiment, and freedom to make an effort (Osterweil, 2007). Empirical research with both focus- and expert groups will be part of this first application. This new design approach allows a scientific discussion of our results, the development of our empiric methods is influenced by the transfer model of Jürgen Fritz (2003). A mixed-method-design with different quantitative and qualitative methods will provide a validation of our scientific insights.
Students and teachers are asked to join the project from the very beginning (conception stage). They will frequently give their inputs in various playtesting sessions during the whole didactic design process. The teacher’s inputs are used to evaluate different aspects of applicability in class. Based on the inputs of students and teachers, we develop the gaming objects and a research prototype. The student’s inputs strongly influence the progress of Ludwig and therefore the outcome as well as the quality of the research project. To allow the students to be aware of the whole research process, they will get feedback on how the findings of the test-settings are implemented in the development process of the gaming objects and the research prototype.





