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

Published in: Education, Technology
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eMapps.com - Digital Learning

  1. 1. Motivating Active Participation of Primary Schoolchildren in Digital Online Technologies for Creative Opportunities through Multimedia www.emapps.com <ul><li>9-12 age </li></ul><ul><li>web-based technology </li></ul><ul><li>mobile devices </li></ul><ul><li>teachers‘ toolkit </li></ul><ul><li>learning impact </li></ul><ul><li>recommendations </li></ul>eMapps.com project impact With the support of the Lifelong Learning Programme of the European Union
  2. 2. 16 schools from CEE countries <ul><li>Example: Haapsalu Gümnaasium, Estonia </li></ul>„ 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
  3. 3. The web platform <ul><li>QFK is the Game Based Mobile Learning (GBML) Platform. It enables development and playing of mobile educational games. </li></ul><ul><li>Games can be played via multimedia mobile devices (mobile phones, smart phones) or regular internet browser from the desktop computer, using WWW technologies only. </li></ul>http://qfk.ltfe.org/
  4. 4. Recommendations - examples <ul><li>Validate the project against six dimensions: </li></ul><ul><ul><li>Syst e m ; Institutional ; Pedagogical ; Technical ; Economic ; Cultural/Linguistic </li></ul></ul><ul><ul><li>… .for assessing the potential adaptation or innovative impact of a new tool or approach. </li></ul></ul><ul><li>System level: education </li></ul><ul><ul><li>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. </li></ul></ul><ul><li>Pedagogical level: teaching and learning </li></ul><ul><ul><li>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. </li></ul></ul><ul><li>Technology: ICT tools and services </li></ul><ul><ul><li>7. Monitor developments and best practice in mobile and game-based learning in other countries. </li></ul></ul><ul><ul><li>More information on www.emapps.com </li></ul></ul>
  5. 5. Learning impact - examples <ul><li>Teachers tell us that the children </li></ul><ul><li>Learned new facts across a range of curriculum subjects; one of the strengths of the game is that it can be cross-curricular </li></ul><ul><li>Learned new technology skills with handhelds, the platform and ICT </li></ul><ul><li>Improved generic skills, especially </li></ul><ul><ul><li>teamwork and cooperation, </li></ul></ul><ul><ul><li>analytical appraisal, </li></ul></ul><ul><ul><li>collaborative decision-making, </li></ul></ul><ul><ul><li>negotiating, </li></ul></ul><ul><ul><li>independent decision-making, </li></ul></ul><ul><ul><li>self-reliance, </li></ul></ul><ul><ul><li>planning, </li></ul></ul><ul><ul><li>navigating in real and virtual spaces. </li></ul></ul><ul><li>Learned self-confidence More information on www.emapps.com </li></ul>
  6. 6. Conclusions <ul><li>Virtual games have positive impact and can be used as educational tools </li></ul><ul><li>eMapps model is successful in building learning communities </li></ul><ul><li>Parents supported this learning model </li></ul><ul><li>Policy-makers found eMapps attractive and innovative but were „carefully optimistic“ </li></ul><ul><li>eMapps platform is used after the project by new schools as well (further developments took place) </li></ul>

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