ASPIS is a 3-year European project, running from 2009 to 2012, co-funded by the Lifelong Learning Programme (Transversal Programmes – Key Activity 3 ICT – Multilateral Projects); it is implemented in 7 EU countries.
The EduGameLab project targets parents and teachers and develops concrete, specific solutions for their problems concerning serious games. Different (EC) surveys show that children are more and more using ICT and ICT based serious games. These surveys also describe that only 10% of the serious games are used for educational programmes in schools. Therefore proven positive benefits of serious game use remain limited to the private situation of children and are not deployed to achieve educational objectives and priorities. Research shows that improvement of the use of serious games in education largely depends on the attitude, skills and knowledge of teachers. Curiously enough neither the digital illiteracy nor the position of parents is taken into consideration while children and their use of serious games provides for an excellent link between school and home and between formal, informal and non-formal learning.
MASELTOV identifies the huge potential of mobile services for promoting integration and cultural diversity in Europe. MASELTOV aims to develop novel ICT instruments in an interdisciplinary consortium with the key objective to facilitate and foster local community building, raising consciousness and knowledge for the
bridging of cultural differences. MASELTOV realises this project goal via the development of innovative social computing services that motivate and support informal learning for the appropriation of highly relevant daily skills. MASELTOV will research innovative ways that serious games, mobile technologies, sensors can be used in order to address activities towards the social inclusion for immigrants in a persuasive and intuitive manner.

The CUSTOMER Project aims to develop and trial a range of interventions that will lead to a reduced carbon footprint in Coventry University student accommodation.

The Serious Games Institute is an associate partner of the MIRROR Project. The overall objective of MIRROR is to empower and engage employees to reflect on past work performances and personal learning experiences in order to learn in “real-time” and to creatively solve pressing problems immediately.

The network is funded for four years through the European Union (5.65 million euros). The GaLA network stems from the acknowledgment of the potentiality of Serious Games (SGs) for supporting education and training

Virtual worlds and serious games present the opportunity to explore many new methods for training and learning. In SimAULA, the SGI is working with a European consortium, funded by the Lifelong Learning Programme, to develop a sophisticated, feature-rich virtual classroom, enabling teachers to learn best-practices in a safe, structured environment.
The SGI is working within a consortium of leading academic institutions across Europe to develop the next-generation of e-learning and tutoring systems. By integrating a serious game with the Intelligent Web Tutoring System (IWT), the work of the SGI within ALICE is creating an adaptive, engaging, and emotive serious game for civil defence training.
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The aim of this project is to evaluate the effect of the Massively Multiplayer Online Game (MMOG) Code of Everand (CoE) on children's road-crossing behaviour and attitudes to traffic safety.

The objective of the MODES project is to integrate a common European programme on soft skills in the academic curricula and in the post-diploma supplement. As result, a new curriculum will enrich the students' profile with new employment-oriented competencies (such as "Leadership, "Entrepreneur spirit", "ability to generate new ideas (creativity)".)

The Roma Nova project is a serious game taking place in a replica of the antique city of Rome, aiming to teach history to young audiences by means of an original engaging experience where the player is immersed in a crowd of virtual Romans.

The mEducator Best Practice Network (BPN) aims to implement and critically evaluate existing standards and reference models in the field of e-learning in order to enable specialized state-of-the-art medical educational content to be discovered, retrieved, shared and re-used across European higher academic institutions.
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