PROMOTER
Pixel (Italy)
PARTNERS
CONTEXT
In recent years we have witnessed a considerable development in pedagogical activities which are based on e-learning technology.
The initial effort was focused mainly on the development of technologies (e.g. e-learning platforms, distance communication tools etc.) and on the development of the contents, not on appropriate solutions for suitable interaction between the learner and the teaching tools. E-learning courses have remained mostly in text format (Word or pdf documents) or sometimes organised under the form of a presentation (ppt). New communication technologies have far greater potential than a simple electronic conversion of a document or the possibility of accompanying it with images or film. In fact, multimedia offers the possibility to integrate all available languages in a unique new language which unifies them but at the same time adds value to them.
Up until now, this new language has been explored mainly by videogames. This is the only IT product that was not transferred from an analogical environment to a digital one, but was born and has evolved contextually with the computer.
The main objective of the LEARNING GAME project is therefore the merging of the best e-learning experiences with the effectiveness of videogames, using low cost tools and at the same time indicating possible "best practice" in electronic editing aimed at teaching and training.
OBJECTIVES
The main objective of the LEARNING GAME is the implementation of e-learning solutions and methods in a teaching and learning context that make full use of the most advanced interactive and multimedia solutions, therefore including videogames.
PROJECT ACTIVITIES
The main project activities are:
Activity 1: Research on Technical Solutions

The Learning Game project has been carried out with the support of the European community. The content of the project does not necessarily reflect the position of the European Community, nor does it involve any responsibility on their part