CHARMING 2nd Policy Brief “Mechanics, Accuracy and Assessment in Immersive and Game-Based Education”
The rapid increase in the use of immersive technologies and gaming in education and training at all levels raises a number of important issues, not only for the educators and training providers, but also for policy makers in this important area of human-resource development. The CHARMING project, funded by the EU H2020 MSCA ITN programme1, set out to explore a number of these important issues across primary, secondary, and tertiary education, as well as lifelong training. This policy brief highlights the major findings of the project across various levels of education and training, which are intended to aid policy makers in formulating their policies for effective and efficient application of these technologies in education and training. Further details and scientific underpinnings can be found in the publications resulting from the CHARMING project and in the discourse, as referenced in this brief. Three important topics in immersive/game technology development and application in education are discussed, highlighting issues to be considered and proposing directions of travel, as evidenced by the CHARMING research, to guide the policy makers in their decision making.