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Featured researches published by Jeroen Storm.


Simulation & Gaming | 2008

EMERGO: A methodology and toolkit for developing serious games in higher education

Rob Nadolski; Hans G. K. Hummel; Henk Van den Brink; R.E. Hoefakker; Aad Slootmaker; Hub Kurvers; Jeroen Storm

Societal changes demand educators to apply new pedagogical approaches. Many educational stakeholders feel that serious games could play a key role in fulfilling this demand, and they lick their chops when looking at the booming industry of leisure games. However, current toolkits for developing leisure games show severe shortcomings when applied to serious games. Developing effective serious games in an efficient way requires a specific approach and tool set. This article describes the EMERGO methodology and generic toolkit for developing and delivering scenario-based serious games that are aimed at the acquisition of complex cognitive skills in higher education. Preliminary evaluation results with case developers using the EMERGO methodology and toolkit and with learners using EMERGO cases are presented.


EDULEARN18 Proceedings | 2018

RU EU? A GAME-BASED APPROACH TO EXPLORING 21ST CENTURY EUROPEAN IDENTITY AND VALUES

Murray Leith; Lize Boyle; Milan Bajić; Jannicke Hauge; Hans G. K. Hummel; Petar Jandrić; Athanassios Jimoyiannis; Michael Pugh; Graham Scott; Duncan Sim; Jeroen Storm; Melody Terras; Nadera Tany; Arno Van Der Zwet

The RU EU game and support materials are clearly relevant to specific themes of the conference in describing the research and development tasks required for developing a sophisticated and engaging approach to pedagogical Innovations in Education, especially in the field of game based learning. Our paper specifically encourages individuals to think about the nature of both European and National identity, specifically with the context of the EU. At a time when the European Union is subject to significant challenges, the need to better understand and appreciate the role of national and supra-national identity in the European sphere, and the need for people to better understand their own sense of belonging and that of others, is clear. RU EU, an Erasmus + funded project, aims to develop an innovative online game that will help students, and others, across Europe to develop a better understanding of their own National and European identity. The game will allow individuals, and groups of students within the educational environment, understand their own perspectives and values, as well as those of others, and to further examine and reflect upon the impact of such on their identity. The game will seek to challenge attitudes and prejudices by allowing people to engage with real world problems, solving tasks involving a sense of both National and European identities. The game will be a platform for the discussion and analysis of complex and confusing issues relating to a wide range of issues. The development of such a game, in terms of content scenarios and focus has been a major interdisciplinary enterprise bringing together experts with content knowledge, pedagogical understanding and technical expertise. We are still in the early stages of the game development process, specifically in the areas of content, design and future development. Our international team have amassed material ranging from widespread literature reviews, academic interviews and student focus groups and surveys. Our paper describes the process of engaging with these outputs and how we have created an academically sound context for developing the innovative game. In particular, the use of these tasks in designing the game are considered, with an eye to how they will impact the final game design and operation.


Archive | 2009

Awareness and Reflection in Mobile Learning Support

Christian Glahn; Dirk Börner; Jeroen Storm; Marcus Specht

This chapter analyses contextual parameters for designing mobile information visualization for stimulating reflection on learning actions. We discuss the transformation process from a desktop centered web-application into a mobile web-information system. Such transformations are always required whenever desktop applications do not meet the fundamental requirements of mobile or – more precisely – hand-held technologies.


Archive | 2007

EMERGO: methodology and toolkit for efficient development of serious games in higher education

Rob Nadolski; Hans G. K. Hummel; Henk Van den Brink; R.E. Hoefakker; Aad Slootmaker; Hub Kurvers; Jeroen Storm


tangible and embedded interaction | 2015

Tangible Interactive Ambient Display Prototypes to Support Learning Scenarios

Dirk Börner; Bernardo Tabuenca; Jeroen Storm; Sven Happe; Marcus Specht


Archive | 2017

Productpresentatie Viewbrics: Kijken om vakoverstijgende (21e eeuwse) vaardigheden aan te leren

Ellen Rusman; Kevin Ackermans; Rob Nadolski; Jo Boon; Guido Van Dijk; Jeroen Berkhout; Jeroen Storm; Kernteam Viewbrics


Archive | 2017

Viewbrics: Kijken om vakoverstijgende (21e eeuwse) vaardigheden aan te leren

Ellen Rusman; Kevin Ackermans; Rob Nadolski; Jo Boon; Guido Van Dijk; Jeroen Berkhout; Jeroen Storm; Kernteam Viewbrics


Archive | 2014

Open online onderwijs: disruptieve innovatie of oude wijn in nieuwe zakken?

Marco Kalz; Kreijns Karel; Wilfred Rubens; Kiavash Bahreini; Mat Heinen; Marcel Vos; Jeroen Berkhout; Jeroen Storm; Sabine Roks; Eric Kluijfhout


Archive | 2014

Elena App for Android

Stefaan Ternier; Ellen Rusman; Jeroen Storm


Archive | 2013

OpenU 1.0

Jules Alberts; Anton Finders; Harrie Martens; Matija Obreza; Leon Schaeps; Aad Slootmaker; Wim Slot; Jeroen Storm; Stefaan Ternier; Wim Van der Vegt; Hubert Vogten

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Rob Koper

Complutense University of Madrid

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