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Abstract: The aim of this paper is to present the activities undertaken by the ECDL Credis Centre during the ProActive project. Nowadays teaching and learning are challenges for contemporary school, and for any other educational system. Within ProActive, trainers were, for a period of time game designers, creating their own educational resources. Also they had the opportunity to integrate video games in real learning contexts. This paper has as special focus on development of two games created in order to support teaching and learning for a module from ECDL certification. This module enables candidates to gain an understanding of the different parts of a computer, as well as some of the key concepts of Information and Communication Technology (ICT), such as those relating to networks and security. Usually, the courses consist in transmitting theoretical information to the students which are in a position of passive receivers. The students are writing down all information and memorize it. For individual study, students have access to one online course. The game designer wanted to bring interactivity in class, which was not possible with the current curricula full of theoretical information. He was aware that his course could became boring, or with too much theory, being hard to keep students' attention for a long time. These learning scenarios have been tested on many groups related to professional training. The process of game design, created games and implementation in current educational practices are also included in the paper.
Keywords: GBL, ECDL, <e-Adventure>, ICT literacy
I. .INTRODUCTION
Starting with January 2010 and until December 2011, University of Bucharest (UNIBUC) through the Open Distance Learning Department has been involved as partner in ProActive project (Fostering Teachers' Creativity through Game-Based Learning).
The project consortium comprises of six partners and the aim of the ProActive4 project is to create learning contexts in which teachers / trainers / professors covering different areas and levels can foster their creativity in designing their own Game Based Learning (GBL) scenarios. Through Game Based Learning, participants will improve their teaching methods, transforming classes in spaces for collaborative work, participation, problem solving. In this project, educators (participants) used two games editors (Eutopia5 and <e-Adventure6>).
University of Bucharest had as target group professional training and all activities organized were...