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Games, Tales, and Social Space: Reflections on Engagement, Inclusion, and Digital Citizenship

05/07/2018
Games, Tales, and Social Space: Reflections on Engagement, Inclusion, and Digital Citizenship

The keynote speech synthesized lessons learned from more than 20 years of research and development in the areas of digital learning. The use of games, social media, and online tools is opening opportunities to both learners and teachers. The emphasis was on the role of digital tools for revisiting how we teach and learn, and the potential for transforming education practices. Projects presented and discussed addressed issues such as gamification, storytelling, social media, and digital citizenship, providing recommendations for both researchers and practitioners.

The presentation is available online here.

The European Commission support for the production of this publication does not constitute an endorsement of the contents which 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.

Target Groups

1, 2, 4, 7

Education Level

3, 5