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Games in Schools case studies

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by Caroline Kearney, European Schoolnet

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Games in Schools case studies

  1. 1. Games in Schools Conference – 05-05-2009 – Council of Europe – Strasbourg Caroline Kearney, European Schoolnet Games in Schools – Case Studies
  2. 2. Case Study Rationale & Selection <ul><li>Rationale: </li></ul><ul><li>To identify existing interesting practices in a range of European countries </li></ul><ul><li>Selection: </li></ul><ul><li>On the basis that they represented a good range in terms of: </li></ul><ul><ul><li>Type of game </li></ul></ul><ul><ul><li>Purpose </li></ul></ul><ul><ul><li>Age-group </li></ul></ul><ul><ul><li>Scope </li></ul></ul><ul><ul><li>Subjects </li></ul></ul><ul><ul><li>(commercial/educational; technical platform) </li></ul></ul><ul><ul><li>(educational goal; skills development) </li></ul></ul><ul><ul><li>(primary/secondary levels) </li></ul></ul><ul><ul><li>(small/medium/large-scale projects) </li></ul></ul><ul><ul><li>(individual subjects; cross-curricular learning) </li></ul></ul>
  3. 3. Case Studies Overview Zoo Tycoon (Austria) DANT (Italy) Farm Frenzy (France) Consolarium (Scotland/UK) H ø jby School (Denmark) Games Atelier (Netherlands) DANT (Italy) 1,000 teachers 10,000+ pupils Consolarium (Scotland/UK) 500 teachers Over 30 local authorities
  4. 4. Case Studies Overview Zoo Tycoon (Austria) Business simulation game (Microsoft) (10+ year-olds) German, English, Biology, Art Team learning DANT (Italy) Educational PC games (IPRASE) (6-12 year-olds) Maths, Italian, Geography, Music, Science Attainment Farm Frenzy (France) Simulation game (Big Fish) (11 year-olds) Scientific subjects Remedial learning Consolarium (Scotland/UK) Dr Kawashima & Nintendogs (Nintendo DS) (Primary level) Maths, Literacy, ICT, D&T Attainment H ø jby School (Denmark) Sims 2 (Electronica Arts), Patrician III (Atari) (11-14 year-olds) Danish, History, Foreign Languages, Social Studies, Visual Arts, Cross- curricular learning Media literacy Games Atelier (Netherlands) Location-based mobile game platform (Waag Society) (Secondary level) History Team learning/game design
  5. 5. <ul><ul><ul><li>Observations </li></ul></ul></ul><ul><li>Collaborative experiences </li></ul><ul><li>A structured pedagogical framework </li></ul><ul><li>Games and conditions carefully selected </li></ul><ul><li>Medium or long term experiments (evaluation of project + measurement of impact) </li></ul><ul><li>Interaction with traditional pedagogy </li></ul><ul><li>Use of games combined with traditional teaching aids </li></ul><ul><li>Games encourage pupils’ production </li></ul><ul><li>Teachers’ communities of practice </li></ul><ul><li>Educational community and parents share the results </li></ul>Digital games in schools Action Research Projects DANT (Italy) ► 4 years Games Atelier (NL) ► 3 years
  6. 6. Further Information <ul><li>Summary descriptions of the case studies: </li></ul><ul><li>Section 5 of the Synthesis Report available at: </li></ul><ul><li>http://games.eun.org/upload/gis-synthesis_report_en.pdf http://games.eun.org/upload/gis-synthesis_report_fr.pdf </li></ul><ul><li>In depth descriptions of the case studies: </li></ul><ul><li>Section 4 of the Final Report available at: </li></ul><ul><li>http://games.eun.org/upload/gis-full_report_en.pdf </li></ul>Finally, take the opportunity to speak to some of the authors of the case studies present in our audience today

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