Confidence in behaviour changes through serious games
- eConfidence Project
What do we understand by serious games? What would be the link between them and behavioural changes? Or, better yet, can confidence in behaviour change through serious games?
eConfidence, funded by the European Union's Horizon 2020 research and innovation programme, was launched in November 2016 to research and test, in 24 months, how confidence in behaviour changes through serious games.
A serious game is a game designed for a primary purpose other than pure entertainment. Serious games have become a popular tool for knowledge transfer, behavioural, perceptual or cognitive change. However, serious games have been subject to several studies aiming to test their effectiveness.
eConfidence focuses on the use of serious games in education and the potential benefits in behavioural change for children. The project aims to test a methodology with two serious games considering behavioural aspects for the safe use of internet and bullying. The games will be tested in different Spanish and English schools addressing 12 to 14 year olds, in a storytelling manner bringing the players into an activity where both a deeper understanding of the theme and how this can be changed and improved in their own behaviours. The games will be tested in a pilot programme during the academic year 2017/2018, offering the possibility to ten schools to participate.
eConfidence will provide new opportunities for tracking and analysing learners' behavioural data and interpreting them in an educationally meaningful way. The outcomes of the project aim to improve the assessment of progress, performance, learning outcomes, game quality and user appreciation.
Furthermore, behaviour analysis might be able to assist game designers in sorting out conceptual and analytical frameworks to improve gamification. Having an improved understanding of basic principles of behavior, and adopting a more conceptually systematic framework, will provide more effective and successful gamification strategies to game development small- and medium enterprises (SMEs). This will provide higher return of investment through timesaving replicable processes.
- eSafety Label
On 22 September 2015, the Flemish Ministry of Education organised a conference about the eSafety Label project. Around 100 participants – ICT coordinators, teachers and experts – from across the Flemish Community came together in Brussels to learn more about the implementation of eSafety standards in school.
- BIK Coordination Team
The third edition of the Better Internet for Kids (BIK) bulletin has now been published. This quarterly bulletin aims to keep you informed of safer and better internet issues and opportunities across Europe and beyond.
- Austrian Safer Internet Centre
At present, all educators, trainers or other people who work with children and digital technologies face the same situation. Digital media's ever-evolving challenges – such as users' fast changing online behaviour as well as a constant flow of new tools, new internet technologies and new ways of online communication – raise new questions and demand new solutions. Therefore, it is essential for people engaged in Safer Internet trainings to stay up to date and constantly gain expertise in new topics. Online radicalisation and online jihadism are among the most challenging topics from recent months.