e-Confidence | Confidence in behaviour changes through serious games

Summary
Serious Games have become a popular tool for knowledge transfer, behavioural, perceptual or cognitive change, but their effectiveness has been under several studies aiming to answer the question whether they are an effective instrument.
The E-Confidence project aims to test a methodology that includes several models, such as the Activity Theory-based Model of Serious Games (ATMSG) for game development methodology combined with Applied Behaviour Analysis (ABA ) and Learning Analytics (LA) in order to be able to design serious games able to promote behavioural changes in the user.
E-Confidence will provide new opportunities for tracking and analysing learners behavioural data and interpreting them in an educational meaningful way. Improving the assessment of progress, performance, learning outcomes, game quality and user appreciation.
Behaviour analysis might be able to assist game designers in sorting out conceptual and analytical frameworks to improve gamification. E-Confidence will test the methodology with two serious games developed considering behavioural aspects for the Safe use of Internet and Bullying, the games will be tested in different Spanish and English Schools to assess behavioural changes in children.
Having an improved understanding of basic principles of behaviour and adopting a more conceptually systematic framework will provide more effective and successful gamification strategies to Game development SMEs and thus provide higher return of investment through time-saving replicable processes.
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More information & hyperlinks
Web resources: https://cordis.europa.eu/project/id/732420
Start date: 01-11-2016
End date: 31-10-2018
Total budget - Public funding: 1 151 497,50 Euro - 999 541,00 Euro
Cordis data

Original description

Serious Games have become a popular tool for knowledge transfer, behavioural, perceptual or cognitive change, but their effectiveness has been under several studies aiming to answer the question whether they are an effective instrument.
The E-Confidence project aims to test a methodology that includes several models, such as the Activity Theory-based Model of Serious Games (ATMSG) for game development methodology combined with Applied Behaviour Analysis (ABA ) and Learning Analytics (LA) in order to be able to design serious games able to promote behavioural changes in the user.
E-Confidence will provide new opportunities for tracking and analysing learners behavioural data and interpreting them in an educational meaningful way. Improving the assessment of progress, performance, learning outcomes, game quality and user appreciation.
Behaviour analysis might be able to assist game designers in sorting out conceptual and analytical frameworks to improve gamification. E-Confidence will test the methodology with two serious games developed considering behavioural aspects for the Safe use of Internet and Bullying, the games will be tested in different Spanish and English Schools to assess behavioural changes in children.
Having an improved understanding of basic principles of behaviour and adopting a more conceptually systematic framework will provide more effective and successful gamification strategies to Game development SMEs and thus provide higher return of investment through time-saving replicable processes.

Status

CLOSED

Call topic

ICT-24-2016

Update Date

26-10-2022
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Horizon 2020
H2020-EU.2. INDUSTRIAL LEADERSHIP
H2020-EU.2.1. INDUSTRIAL LEADERSHIP - Leadership in enabling and industrial technologies
H2020-EU.2.1.1. INDUSTRIAL LEADERSHIP - Leadership in enabling and industrial technologies - Information and Communication Technologies (ICT)
H2020-EU.2.1.1.0. INDUSTRIAL LEADERSHIP - ICT - Cross-cutting calls
H2020-ICT-2016-1
ICT-24-2016 Gaming and gamification