NEWSLETTER December 2010
GOLDEN PINEAPPLE AWARDS The International Golden Pineapple Awards™ for Educational Game Design was held during November/December, 2010. The selected Nominees were judged on all other aspects of the game design concept; gameplay, challenge, learning outcomes, budget, etc. In total, 20 entries were selected for review from over 70 submissions from 10 European countries. This was further reduced to the top three in each category. Theses finalists were displayed on the Engage Portal where the public could vote for the People’s Choice award. The winners were announced during an online event on the Engage Facebook page, where over 600 viewers and 20,000 post impressions were recorded. For the game concept with the highest Commercial Marketing potential, the submission needed to be a learning game but with aspects that would sell it as a recreational game. This category was awarded to Sandra Frank, Julia Kerschbaum, Claudia Krogger, Christoph Stern from Austria for Suit Up the other party. For the most outstanding Graphical Environment, the submission had to be original, high quality, and be appropriate for the target audience, target platform, and game concept. The winners were Agnes Miglbauer, Julia Antes, Bernhard Eisner, and Petra Ploy from Austria for Dubgaill’s Heights. For the best Learning or Education game concept, the submission had to be unique, and be appropriate for the target audience. It also needed to make full use of the targeted platform. The winner for Best Educational Concept was awarded to Jamie Myland, Eulalia Guiu, Anuja Dharmaratne from the United Kingdom, Spain, Sri Lanka respectively for Sorting Rush. The best concept for Social Inclusion needed to show potential in raising self-confidence, motivation to learn, and foster participation in a community or society in general and thus contribute to social inclusion into the knowledge society. The winner for Best Social Inclusion Concept was Eevi Korhonen (Finland), Erik Ortman and Kenneth Swedlund (Sweden) for Cyber Hero. The People’s choice recorded over 300 votes and was awarded to Sorting Rush by Jamie Myland, Eulalia Guiu, Anuja Dharmaratne.
Successful Premiere of the ENGAGE Quality Awards The ENGAGE Quality Awards recognise excellent contributions from teachers, educational practitioners, game developers and producers to the quality of game-based learning. The aim of the awards is to make the quality issues related to games and learning process by using GBL a visible topic and to increase the awareness amongst learning organizations, schools, teachers, learners, educators and practitioners, industries, and players about the educational potential of GBL. The award ceremony was held in Berlin at the Online Educa Conference, and simultaneously broadcast via the Internet to the Engage Learning Web Portal. Two exceptional games and two evenly exceptional teachers received the ENGAGE Quality awards as recognition of their high-quality work in the field of game-based learning. EnerCities was chosen “Best Learning Game” for its outstanding methodological, didactical and technical standards. The game is “a nice twist on the classic SimCity style game which represents a good mix of game and educational elements, nice clean interface, good game mechanics, plenty of jump off points for discussion etc.” (Geróid Súilleabháin, jury member, DEIS)
The Austrian school “BG/BRG Zell am See” received the Best Practice Award for integrating game-based learning in an innovative way into classroom teaching. Peter Wittner and Heidelinde Eder-Kaserer engaged students with the business simulation “Zoo Tycoon 2” in English, German, Biology and Arts. The secondary school kids presented their results and expressed their joy regarding the activity on a blog. “Zoo Tycoon 2 is a very good example how to use a video game in school. It motivates the students and is a good way of connecting learning with the children’s hobbies” (Stefanie Grün, jury member, ComputerSpielSchule Leipzig). A special award for contributions to inclusion went to Choices and Voices – a game which encourages young people to explore different points of view and make a range of moral decisions. A “great game and excellent support material for teachers, including the lesson plans!” (Maja Pivec, jury member, FH Joanneum). A panel discussion preceded the ceremony moderated by Claudio Dondi: Andreas Lange, Computerspiele Museum Berlin, Brian Holmes, Education Audiovisual & Culture Executive Agency , David Wortley, Serious Games, Philippe Delanghe, U&I Learning, and Ruth Lemmen, German Trade Association of Interactive Entertainment Software, debated why gaming does not lead to social withdrawal but instead fosters team work and digital skills for the 21st century. What is the potential that the European Commission sees in GBL? Please visit the Engage Web Portal were the recording will be online soon. This project has been funded with support from the European Commission. This publication reflects the views only of the authors, and the Commission cannot be held responsible for any use which may be made of the information contained therein.
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