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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

eMapps.com - Digital Learning

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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

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Page 1: eMapps.com - Digital Learning

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

Page 2: eMapps.com - Digital Learning

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

Page 3: eMapps.com - Digital Learning

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/

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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

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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

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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)