IDEAL-GAME Research Meeting 25th-27th of August
Author : pamella-moone | Published Date : 2025-07-18
Description: IDEALGAME Research Meeting 25th27th of August 2021 UK IO1 Summary Pedagogic Research Report University Paderborn Chair Business and Human Resources Education II Prof Dr Marc Beutner IDEALGAME IO1 Summary Pedagogic Research Report
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Transcript:IDEAL-GAME Research Meeting 25th-27th of August:
IDEAL-GAME Research Meeting 25th-27th of August 2021, UK IO1: Summary Pedagogic Research Report University Paderborn, Chair Business and Human Resources Education II Prof. Dr. Marc Beutner IDEAL-GAME IO1: Summary Pedagogic Research Report IDEAL-GAME – Research and Development Conference Online Project Meeting 25 to 27 of August 2021 Project Number: 2020-1-DE01-KA203-005682 Current status of IO1 3 IO1: Summary Research Report Leading Organisation: UPB Duration: 01/09/2020 to 28/02/2021 Part 1: Desktop Research Part 2: Field-Based Research Questionnaire (100 participants per partner; Online Survey) Summary Pedagogic Research Report Translations into national languages Current status of IO1 4 Part 1: Desktop Research Research Report (UPB, UPIT, WSEI, UoD and UDIMA) ü Specific research results conducted by IK Part 2: Field-Based Research ü Questionnaire (100 participants per partner; Online Survey) ü Target group: students / learners, teachers/ lecturers and professors of higher education Writing Summary Pedagogic Research Report (UPB) (in progress) Current status of IO1 5 Writing Summary Pedagogic Research Report (UPB) Composing data of the partners (UPB) ü Correction of English Research Report (UoD) Translation in national language (UPB, UPIT, WSEI, UDIMA) (latest until 31/08/2021) Creation of Serious Games on the basis of the translations of the research report and integration on the website (IK) (latest until XX/XX/2021) Summary Research Report - Structure 6 Executive Summary Introduction Part A: Results of the literature review in partner countries 3.1. Existing experiences with the use of IT, digital environments and the flipped classroom concept and its didactic approaches 3.2. Status quo about currently strategies for activating learners in lectures 3.3. Existing experiences with the use of Serious Games in higher education and its pedagogical approaches 3.4. Opportunities and challenges concerning the use of mini Serious Games in lectures 4. Part B: Results of the online questionnaires survey applied in partner countries Part C: Specific research results conducted by IK 6. Conclusions and Recommendations Summary Research Report – First insights 7 Part A: Results of the literature review in partner countries Summary Research Report – First insights 8 UPB: Many years of experiences with the use of new media, digital environments and flipped classroom concepts. Created several e-learning tools for didactical use in the field of higher education. Examples of successfully completed Erasmus+ projects in this field: MATH, GET-UP, Shadows, SMART, Learning Map, YES. Example of a self-developed classroom-response-system for higher education: PINGO Used by lecturers in their courses with theirs students to engage them