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Motivating Active Participation of Primary Schoolchildren in Digital Online Technologies for Creative Opportunities through Multimedia Presentation by Gabriella Lovasz, Cross Czech IMAGINE Roundtable, European Conference on Games Based Learningof Graz, Austria. 12,to October 13, 2009
Citation preview
www.imaginegames.eu
Motivating Active Participation of
Primary Schoolchildren in
Digital Online Technologies for
Creative Opportunities
through Multimedia
www.emapps.com• 9-12 age• web-based technology
• mobile devices• teachers‘
toolkit• learning impact
• recommendation
s
eMapps.com project impact
With the support of the Lifelong Learning Programme of the European Union
www.imaginegames.eu
16 schools from CEE countries
Example: Haapsalu Gümnaasium, Estonia
„In general the outcome of the game justified itself - the game was fun for us and kids.
They could learn something outside and in different environment; they got new information about their hometown, reinforced the acquired knowledge through practical tasks.“
http://emapps.info/eng/Schools-Portfolio
www.imaginegames.eu
The web platform
QFK is the Game Based Mobile Learning (GBML) Platform. It enables development and playing of mobile educational games.
Games can be played via multimedia mobile devices (mobile phones, smart phones) or regular internet browser from the desktop computer, using WWW technologies only.
http://qfk.ltfe.org/
www.imaginegames.eu
Recommendations - examples
Validate the project against six dimensions:• System; Institutional; Pedagogical; Technical; Economic; Cultural/Linguistic• ….for assessing the potential adaptation or innovative impact of a new tool or
approach. System level: education
• 2. Explore how assessment systems can better take into account individual and social skills and knowledge developed through games-based learning as in eMapps.com.
Pedagogical level: teaching and learning• 5. Communicate the results of the project to classroom teachers in a way that
presents the benefits to them and learners and that enables them to make it happen in their own school.
Technology: ICT tools and services• 7. Monitor developments and best practice in mobile and game-based learning in
other countries.More information on www.emapps.com
www.imaginegames.eu
Learning impact - examples
Teachers tell us that the children Learned new facts across a range of curriculum subjects; one of the
strengths of the game is that it can be cross-curricular Learned new technology skills with handhelds, the platform and ICT Improved generic skills, especially
• teamwork and cooperation,• analytical appraisal, • collaborative decision-making, • negotiating, • independent decision-making, • self-reliance, • planning, • navigating in real and virtual spaces.
Learned self-confidence More information on www.emapps.com
www.imaginegames.eu
Conclusions
Virtual games have positive impact and can be used as educational tools
eMapps model is successful in building learning communities
Parents supported this learning model Policy-makers found eMapps attractive and innovative
but were „carefully optimistic“ eMapps platform is used after the project by new
schools as well (further developments took place)