(2023) EAI TIE 2023 - 4th EAI International Conference on Technology, Innovation, Entrepreneurship and Education — Location: Cambridge (UK) (27.September.2023)
Videogame Culture (VGC) of the Council of Europe - Panel at EAI TIE 2023 (Cambridge) Alessandro Soriani introduction to the panel and to the speakers Andrew Burn, will provide perspectives on the links between literature and videogames by highlighting how designing and playing games can transform learners’ understanding of literature. Beatriz Pérez Zapata will present her research on migrant representations in video games, delving into the significance of accurate and inclusive portrayals of diverse cultural experiences within VG. Thibault Philippette will discuss the educational potential (and risks) of (online) games, as well as the prospects for video game education, through the case of a recent book he co-edited ("Introduction aux théories des jeux vidéo") and educational activities he is conducting around Minecraft Education. Stefano Caselli will present the work of his NGO, active in promoting cultural heritage through video games, and an innovative teacher training program that used video games as a means to enhance pedagogical practices. Veronica Donoso’s intervention will be focused on two main axes: 1) provide an overview of Games in Schools’ Teacher Training MOOC about video games in educational contexts, and 2) presenting the preliminary results of an international research conducted within the framework of the initiative about European teachers’ educational practices dealing with video games.
Philippette, T. (2023). Educational potential (and risks) of (online) videogames. EAI TIE 2023 - 4th EAI International Conference on Technology, Innovation, Entrepreneurship and Education, Cambridge (UK). https://hdl.handle.net/2078.5/215515