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== Informationen zum YES Mooc ==
== Information about the YES MOOC==


''Main target group'':
''Main target group'':
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So, let´s start!
So, let´s start!


== Introduction ==
== Introduction ==

Version vom 18. Januar 2018, 13:59 Uhr


Welcome to the YES MOOC!

YES - Youth Engagement in Society

In this MOOC we will provide you with information about the use of the Serious Game YES. This MOOC was created within the YES – project. YES is and acronym for Youth Engagement in Society. YES is an international project in the EU education program ERASMUS+.





Information about the YES MOOC

Main target group:

The main target groups of the Mooc are:

  • youth workers
  • youth educators
  • youth organisations
  • YES users
  • people who are interested in Serious Games


Aim:

The aim of this Mooc is to

  • provide youth workers, youth educators and youth organisations with insights in the tool.
  • provide information how to use the Serious Game in educational contexts.
  • describe the discussion models which are supported by the YES tool.
  • show examples of the screens.
  • provide pedagogical and didacticsl hints.
  • share discussion ideas and topics.
  • raise awareness for the use of Serious Games in Youth education.


Outcome:

The learners/target group of this Mooc will

  • learn about the rules and discussion formats of YES.
  • get in touch with the concept of Serious Games.
  • solve tasks to get deeper knowledge about the YES card deck game.
  • focus on European topics as an example of possible topics for YES discussions.
  • rethink their way of training.
  • learn about the ERASMUS+ project YES.

So, let´s start!

Introduction

When we are talking about modern and innovative ways of learning, game-based approaches and serious games are becoming more and more popular and every generation has its own needs. The young people are living in a quickly changing digital world. They are used to modern technology and old traditional forms of learning are not looked upon as attractive as they used to be. That´s why digital game based learning has become more and more popular over the years. Just a look at the use of smart phones, tablets and computers in the daily life of youth provides several good reasons for this. The YES approach, which we present in this MOOC, is such an innovative learning opportunity which takes the changes in possibilities and the environment into account: YES a serious game which supports discussions processes. Learning always happens with the resources. Moreover, learning processes usually happen under time restrictions. Overall, it can be stated that the basic conditions of learnings are very different. In addition to that, it is the duty of youth workers, teachers and trainers to prepare the young learners. The learners deal with new media in their daily life and the are involved in a European international environment. So, they have to deal with the opportunities and challenges they face in their real life environments. The young people are embedded in situations in society and the labour market and there mobile devices and new media have already a fixed place. They are standard and part of an increasing trend of digitisation. Learners should be prepared for standard situations and that´s why we decided to provide teachers and trainers with this book on new developments and dealing with mobil learning in teaching and learning scenarios. Teachers have to become aquainted to new media and innovative game-based learning approaches: So, welcome to the YES-MOOC.