Successfully reported this slideshow.
We use your LinkedIn profile and activity data to personalize ads and to show you more relevant ads. You can change your ad preferences anytime.

(2) Fr M. Golaszewski


Published on

  • Be the first to comment

  • Be the first to like this

(2) Fr M. Golaszewski

  1. 1. Games in School Study The French national context 2008 10 08
  2. 2. 1) Cultural approach <ul><li>Obstacles and some reluctance : serious games are not.. serious enough.. </li></ul><ul><ul><li>“ All work and no play makes Jack a dull boy” versus “Working is a requirement to achieve good performances”.. </li></ul></ul><ul><li>Though they are nonetheless gradually introduced in the classroom to valorize students and coach them ( individually). </li></ul><ul><li>A quite recent interest in French Education. Yet serious games are gaining ground at all levels of education from bottom to top </li></ul>
  3. 3. 2) The electronic games integrated and used as a learning tool <ul><li>ICT equipment is generalized even if it is to be found only in dedicated classrooms and is of a limited use for autonomous training. </li></ul><ul><li>Electronic games are available in nursery schools, secondary education and higher education and also in professional training and adults’ training in companies. Some games even contribute to efficient training in citizenship. </li></ul>
  4. 4. A strong potential and some room for progress <ul><li>All academic subjects can integrate serious games. </li></ul><ul><li>They can be used in the classroom or outside. </li></ul><ul><li>They could be a tremendous asset in individual coaching. </li></ul>
  5. 5. 3) Electronic games for all levels of education <ul><li>From nursery schools… </li></ul><ul><ul><li>- moving images on the screen to make puzzles with.. </li></ul></ul><ul><ul><li>- Online games, video games that are FUN and valorizing </li></ul></ul><ul><li>… To primary schools or secondary schools </li></ul><ul><ul><li>Sudents are players : scenarios or role playing. </li></ul></ul>
  6. 6. 4) Examples of good practice <ul><li>Two cases will be successively displayed : </li></ul><ul><li>use of Second Life  : students can exchange in foreign languages on a blog–like island (from Académie d’Amiens) </li></ul><ul><li>some examples of efficient uses of serious games (from Académie de Grenoble). </li></ul><ul><li>The focus is put on serious games as relevant assets in teaching and learning and on the required conditions for their efficient use. </li></ul>