Ect-Tel Ect-Tel
The workshop: contents and objectives
This workshop is intended to give an up to date view about different and multidisciplinary aspects around the concept of Serious Games. Ranging from emotions and pedagogical approaches to adaptability topics, through history and attitudes and with the support of research and industry case studies, a group of experts in these fields introduce the attendees to deep reflection with a series of short introductory speeches.

After the speeches (of 20 min max each) the real “Interactive Cafè” takes place:
3 tables are organized where all participants are invited to join discussions about 3 topics:
  • what barriers do we see in introducing SGs to the market and how could we handle them? (Moderator: David Wortley)
  • how to collect feedback about the impact of games in learning? (Moderator: Sonia Hetzner)
  • how to increase mainstreaming of games in learning policies? (Moderator: Maja Pivec)
at each table the topics will be discussed for 30 minutes, after this time people must shift tables to discuss another topic.
After 3 rounds, everyone has been involved in all 3 discussions and the moderators have been able to collect thoughts, inputs and experiences.

For a conclusion, moderators will present results from the three tables and an outlook about future trends will be given.
if you already wish to start discussing the topics, to post questions or to suggest items for discussion, please join the "Serious Games Interactive Cafè - ECTEL09" group on

www.linkedin.com

David Wortley describes how games have always been used for serious purposes throughout history and are a fundamentally important mechanism for developing human capabilities and relationships. The presentation will then look at how technology has impacted the use of games for serious applications and the psychological and social impact these technologies are having on Generation Y, business and society and some likely future implications.

Francesca Vender provides an account of the relationships between emotions and learning according to the perspective of cognitive science. After a short introduction on the main features of emotional processes and the impact they have on cognitive processes such as decision-making and learning, the discussion will focus on the role that affective aspects play in the users’ experience of serious games.

Sonia Hetzner will give an overview of how to mix different techniques like Storytelling and Serious Games to provide a very innovative and engaging approach to problem-based learning with a specific eye on intercultural and intergenerational learning settings.

Vania Dimitrova will explore the link between adaptive learning systems and serious games, and will argue that such a link is twofold. First, techniques and methods for modeling users, groups and teams and providing adaptive feedback and help can be integrated in serious games to make them more effective and tailored to the learner's experience. Hence, leading to intelligent, user-adaptive games. Second, recent advancements in games can be used to enhance the motivating and engaging capability of intelligent learning environments. In this way, the games can be part of larger systems and integrated with other interaction means. Both directions will be illustrated with examples from existing research, as well as pointing at future research directions.

Maja Pivec gives an input about various uses of games in learning – from recreational games to put learning into the context, using games as motivation to create and learn, serious games for different topics, tools and resources that teachers appreciate when introducing new pedagogy in their classroom.

Lucia Pannese presents the e-VITA and the VOICES Eu-co-funded research projects as well as a couple of industrial case studies. In the e-VITA project life experiences of older people before the EU was establishes are collected through interviews with Communities of Practice (which are set up for the project) and the Storytelling approach is used as input for Serious Games for the younger generation. In the VOICES project, in the frame of eParticipation, a Serious Game explaining how parliamentary laws are established is being designed.

David Wortley has commercial experience of converging technologies of telecommunications, experience of computing and digital media with a focus on technology for competitive advantage, education and business communications. David is Director of Serious Games Institute, Coventry University.

Francesca Vender’s experience in Continuous and Executive Education starts in 1992 Rome, Milan, Bruxelles where she is working as a consultant, researcher and facilitator. Her interests cover Innovation and Developing Organizations where the empowering of the Leadeship Mindset awareness is a strategical part of the working life.
Since 1992, Francesca Vender has been working as executive coach and counselor to the most important National Institution in Italy. Her executive coaching and counseling activities have involved more than 600 people for more than 1000 hours of individual coaching. Francesca has been focusing on leadership development over the last several years and she has ICF Executive Coaching Certfification and a second degree in Organizational Psychology. She has also written articles about lifelong learning and validation of competencies acquired on the job. Since 1999 she has been collaborating with CEFRIEL - Politecnico di Milano an, Italian Center of Excellence in Technology transfer and Advanced Educational Center for ICT Sector and imaginary a new company with expertise in serious game. At the same time she is Executive Coach and Training Facilitator in TCP Italy. A leader among the Academy of Advanced Coaching.
She is also accredited as a Trainer in Accenture-Usa and Lore International Institute, worldwide leader in Personal Development and Partner of The Change Partnership. Their mission is working with Big Companies in the International setting. She is in the Faculty of School of Management in Politecnico di Milano, Università Torvergata, Consel-Rome in Organizational Behaviour and Developing Organization. Targets are managers, Manager Line, HR Manager.

Sónia Hetzner is geographer, senior researcher (since 1999), researcher and project manager. Responsible for development, management and evaluation of learning course environments for different target groups. Author of self-learning material for specified target groups; training and support of authors and trainers; moderation of tutors’ and learners’ (tele-) communication and learning processes (including electronic newsgroups, discussion boards or mailing lists). Project manager of European projects and participation in several regional, national and European projects. Coordination of the project eLSe – eLearning for Senior citizens and eLSe-Academy and Sentrain ICT – Training of senior Trainers in ICT, a SOCRATES GRUNDTVIG project.

Dr. Vania Dimitrova is a lecturer at the School of Computing, University of Leeds, UK. Her research interest are in applying Artificial Intelligence techniques and Semantic Web technologies to advance intelligent learning environments, focusing specifically on knowledge capture and student, group and community modelling, She is author of some 60 scientific publications; organiser of several international workshops on adaptive learning systems and Semantic Web personalization, and PC member of the major international conferences on user-adaptive systems and AI in Education, PC co-chair of AIED09 and ECTEL09; member of the editorial board of IEEE Transactions on Learning Technologies and the International Journal of AI in Education, and a specialist reviewer for the User Modeling and User-Adapted Interaction journal.

Maja Pivec, Ph.D, is professor of Game Based Learning and Learning with Multimedia at the University of Applied Sciences FH JOANNEUM in Graz, Austria. For her research achievements Maja Pivec received in the year 2001 Herta Firnberg Award (Austria) in the field of computer science. In the 2003 she was awarded by European Science Foundation in form of a grant for an interdisciplinary workshop organisation in the field of affective and emotional aspects of human-computer interaction, with emphasis on game-based learning and innovative learning approaches.

Lucia Pannese is graduated in Mathematics, has managing experience in (research) projects and resources coordination with special attention to technology enhanced learning solutions. In Feb 2004 funding partner of imaginary s.r.l. a company designing and developing serious games and simulation systems; at present covering the position of CEO and project manager for international activities. In Oct 2008 she founds Games2Growth Ltd based at the Serious Games Institute, Coventry University Technology Park. She has numerous Italian and international publications and international presentations around the topic of Serious Games.