1 Centro per le Applicazioni della Televisione e delle Tecniche (C.A.T.T.I.D.) (ITALY)
2 Evolaris Next Level GmbH (AUSTRIA)
About this paper:
Appears in: EDULEARN12 Proceedings
Publication year: 2012
Pages: 3152-3158
ISBN: 978-84-695-3491-5
ISSN: 2340-1117
Conference name: 4th International Conference on Education and New Learning Technologies
Dates: 2-4 July, 2012
Location: Barcelona, Spain
In 2020 almost three quarters of jobs will be in services, especially in business services (IT, insurance, consultancy, etc.). In the service sector there is a clear tendency towards the broadening of the required skills portfolio linked to "non-routine" tasks. This reflects the growing demand for transversal key competencies, such as problem solving, self-management and communication, more generally "non-routine skills". But adults seeking further education face new logistical challenges, claiming for more flexible pathways and an easier access to training offer.
The “Labour Market InTouch” project, funded by Leonardo da Vinci Multilateral projects, aims to calibrate an innovative approach enabling new generations of workers to develop their crucial non-routine skills in a flexible and innovative way.
Following the "New Skills for New Jobs" strategy (, the partners are developing an innovative m-learning kit for working adults focused on crucial non-routine skills, and composed by 30 situational mobile games and an online community (e-how).
All games are designed to be easy to use on a large variety of mobile phones with different operating systems. Devices interface and context of use has been taken in account too, that's why the games are designed in order to be short, simple and to have a really straightforward interface with very simple functionalities. Due to a multiplatform-development-approach a large variety of smartphones and operating systems (Andriod, iOS, Blackberry) can be used by the learners. To provide the gamers the most suitable access, the games are designed in too versions, as native app (one download) and as web-based-game (always online – no install), to provide the comfort of both approaches.
All the games have the same characters and settings in order to keep the narrative and graphic consistent. The games interface and characters are characterised from comic style.
The games, developed to achieve different learning goals and concentrate on different skills, foresee different kinds of interaction (Branching story, Interactive map, Multiple choice, Quiz, Simulation).
The games are simple to use: no training or any special equipment is needed, as it can be played on mobile phones. Users are able to use the games anywhere and at any time, at work or at home or even on the way to/from work/home, at a convenient time. The games present examples that are relevant to the learner in enjoyable and an interesting way. Furthermore they have an inbuilt competitive aspect, which is an incentive for users to compete and create a challenge.
The e-how community, available through the project website (, will enable users to share ideas on how to use skills for personal and organizational benefits.
The merging of mobile game learning and share of knowledge can be a further step towards a more flexible and mobile training for adult learners, providing them with key skills they need to answer to labour market requests and to deal with the transformations taking place in the economy and society.
m-learning, serious games, lifelong learning, non-routine skills, collaborative learning.