PIXELearning’s role as an innovator in the field of games-
based learning means that we have to keep abreast of
current developments across the globe. In doing so we regularly uncover numerous papers, web resources, books
and other publications which will also be of interest to
anyone who is interested in the use of game and simulation
approaches to training and education.

Many of these resources are available from our web site.
Our monthly newsletter will highlight some of the most interesting examples that we find
.


An interview with Clark Aldrich By Karl Kapp, PhD for
E-LearningGuru.com

This article provides a transcript of an interview with Clark Aldrich who is prominent in the games-based learning space

Clark Aldrich has published many texts and articles on eLearning, with his most recent book being ‘Learning by Doing : A Comprehensive Guide to Simulations, Computer Games, and Pedagogy in e-Learning and Other Educational Experiences’

Download it from:
http://www.e-learningguru.com/articles/
misc4_5a.htm


“The benefits of game-based learning”: An article by Maja Pivec, Coordinator SIG-GLUE Network

“Games have high presence in non-formal and informal segments of learning. Unfortunately, in formal education
games are still often seen just as an unserious activity and
the potentials of games for learning stay undiscovered”.
Pivec’s paper provides a brief viewpoint on why games-based approaches are chosen for learning, the key characterisitics and benefits of games-based learning and the process of choosing appropriate games.

Access full article from:
http://www.elearningeuropa.info/index.php?
page=doc&doc_id=6456&doclng=6



“Playstations for peace” is an interesting Blog which was added to The Nation website.

The Blog argues the case that children, and in fact anyone,
can learn through computer games technologies. It argues
that through the multiple uses of digital media the younger generation are discovering the potential to multi-task within
a digital environment.

Download it from:
http://www.thenation.com/edcut/index.
mhtml?bid=7&pid=2302







PIXELearning’s Managing Director was recently interviewed by Chris Saeger of NASAGA (The North American Simulation and Gaming Association). The use of simulations for learning featured prominently.

The full interview can be accessed from:

http://www.nasaga.org/webx?50@211.
KimXa9MJbKm.0@.1ad4f051



1st July 2005

PIXELearning is pleased to announce its collaboration with businessdynamics, a charity aimed at bringing business to life for young people.

This collaboration will see the launch of a new enterprise game entitled ‘The Business’. This simulation is seen as an excellent way for schools to deliver upon their new responsibility to provide enterprise training to their students by introducing core business concepts and encouraging entrepreneurial thinking.

A comprehensive resource pack is included with the simulation which guides teachers through the process of introducing entrepreneurship to their students. Through first learning the core principles of business, students can begin to put the lessons they learn into practice in a safe ‘simulated’ environment within which competitors will be proactive, reactive, dynamic and innovative.

Government efforts to encourage a more entrepreneurial outlook amongst younger generations have been supported by the increasing finance which is available for enterprise education. However, there has so far been a lack of viable, cost-effective products and services on which this funding may be used. It is with this in mind that PIXELearning and businessdynamics have created a comprehensive introduction to enterprise, which not only teaches core business principles but also allows the students to run their own company and make their own business decisions. This ‘learn by doing’ approach has proven very popular and is an extremely effective way to learn.

For more information please visit:

www.thebusiness-game.com

businessdynamics logo



14th June 2005
PIXELearning goes European (again!)

PIXELearning is delighted to announce that, in conjunction with the Coventry Chamber of Commerce and several European partners, it will be working to provide games-based learning solutions to enable European SMEs to improve their international trade capabilities.

The company’s previous experience in developing ‘The Export Game’ coupled with our innovative approach to technology-based learning made us an ideal partner to work with.

The full name of the project is ‘International Trade eLearning Suite for SMEs’, is worth approximately €500,000 and is 75% funded under the European Union’s Leonardo da Vinci initiative. The project aims to promote export awareness to: SMEs that do not already trade internationally; and, for those that do, to help them to improve the export strategy planning and operations to increase sales revenues and minimise risks.

Other partners include The Danish Chamber of Commerce, The Federation of Private Enterprises in Sweden and Virtech who are a Bulgarian-based web technologies company.

PIXELearning’s Managing Director, Kevin Corti, commented: “We view this and other EU-funded projects that we have and will be involved in as excellent opportunities to demonstrate the effectiveness of games-based learning approaches and to raise awareness of PIXELearning and our products and services”.

The project starts in autumn 2005 and will run for two years. Further news and demonstrations will be available from our web site in due course.



7th June 2005
Using games to manage distance-delivered NVQ courses

PIXELearning has partnered with Henley College and several other West Midlands post-16 learning providers to create five web-based NVQ courses.

PIXELearning is undertaking all of the technical design and development work in this £1.4million LSC and ESF-funded project.

Suraj Rana, the company’s Technical Director commented: “Our development team was set a fairly tough challenge. The training providers wanted us to use the visual and engagement qualities of computer games but also to create a mechanism that allowed individual students to select their NVQ units, to access teaching materials (in many different electronic formats) from within the game, to be able to enter and record personal information, complete evidence record sheets and build their entire NVQ portfolio”.

“We also had to be able to allow the NVQ assessor to be able to access all this information electronically, quickly and easily. Furthermore, all of the student’s data had to be able to be duplicated so that they could back up their work, provide it to assessors and, if necessary, continue to run the game on a completely different PC.”

Russell Butler, PIXELearning’s Business Development Manager, said: “traditional eLearning and multimedia resources for NVQ and other vocationally delivered/evidence-based qualifications tended to supply only teaching materials and study notes”.

“What we have accomplished is to enable the training provider, in this case Henley College, to provide not only content but an entire system for delivering and managing an NVQ through distance learning”

PIXELearning will be targeting further education providers in the UK later in the year specifically to offer them the ability to likewise for their own courses.

Please contact us for more information.
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This newsletter is produced and distributed by PIXELearning Ltd ® a specialist technology provider of computer games-based learning products and services. For more information please visit www.pixelearning.com



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