is the gaming perspective the 80Days Project?
The project is inspired by and
builds on Jules Verne’s famous novel “Around the
world in eighty days”. It is as an evergreen storyline
that has fascinated readers and film makers for 135 years
since the book was first published under its French tile (Le
tour du monde en quatre-vingts jours). This project’s
ambition is to integrate intelligent and pedagogically proven
personalisation, together with interactive and individual
storytelling, into a computer or console based game.
Why is this combination
of such importance?
This combination ensures two
decisive key elements: First, the player does not know he
is a learner (so he doesn’t feel unpleasant when working)
and second, he can be accompanied by pedagogical intelligence
throughout the gameplay.
What’s the result
of the project?
80Days provides Europe with
a prototype of an innovative and advanced methodological and
technological framework for developing successful educational
games. This is demonstrated by a geography game prototype
that realises gaming and learning scenarios inspired by Jules
Verne’s “Around the world in eighty days”,
and a storyline that carries the learning scenarios. The goal
is a proof of concept in knowledge transfer and understanding
of geographic learning content; and a proof of how much more
fun this is to the user. The European Commission regards this
project as one of her flagships in a research policy competing
against Asia and the U.S. to find the optimum way to organise
education and learning. The project is thus a consequent continuation
of the European long term strategy in research into technology
enhanced learning (TEL).
The project lifeclye
The project is divied into three
research - development - evaluation phases, the first 2 are
considered primary and are scheduled for a duration of one
year each. The final phase is considereed a consolidation
and refinedment phase. The project is concluded by a final
and comprehensive system evaluation and - more importantly
- evaluation of the research outcomes.