This document outlines the timeline and objectives of the "Joyful Reading" project from October 2013 to June 2015. The project involved 4 schools and 48 students from multiple Nordic and Baltic countries working together to develop an educational tablet game based on the book "Journey to the Centre of the Earth" by Jules Verne. Over the course of the project, students met in person 4 times to choose the book, develop game characters and scenarios, illustrate game platforms, test the game, and improve it based on feedback. The final goals were to integrate the completed game into the national curriculum and distribute it widely.
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Timeline Joyful Reading
1. October 2013 – June 2015
Project
`Joyful Reading`
Timeline
2. Aim
To create a habbit of reading books for 12-14
year-old students using new methods and
innovative technologies such as tablet computers,
games and other interactivity.
3. Purpose
• to promote reading;
• to develop an educational game according created scenarios;
• to test the educational game with direct target groups – partners
from other schools;
• to integrate tested educational game into learning process;
• to disseminate the educational game in other schools in Nordic
and Baltic countries;
• to build a strong partnership and develop collaboration between
partners;
• to promote foreign language learning.
9. First Task
• to create a project website;
• to create and vote for a project logo;
• to choose a book for game developing;
• to prepare a book presentation.
11. Purpose
• to make friends;
• to know more about partners’ countries;
• to get some knowledges about the types of
interactive books;
• to learn how to work with tablet computers, use ones
in learning process and daily activities;
• to choose the book for educational game prototype.
29. Second Task
• to read a book `Journey to the Centre of the
Earth` by Jules Verne;
• to write a summary of the chapters of the
book;
• to create and vote for a scenario of the game;
• to choose and vote for the type of the interative
game.
32. Purpose
• to present the conception of the game;
• to create and vote for the main game
characters: Professor and Axel;
• to develop a scenario of the educational game;
• to draw and describe 6 platforms of the game.
47. Purpose
• to finish writing the game scenario;
• to create educational tasks of the game;
• to develop the illustrations of the platforms:
main heroes,environment and other elements;
• to learn how to use graphical programms;
• to search for music of the game.
60. Purpose
• to make friends;
• to know more about partners’ countries;
• to pilot and tests the educational game via
Facebook;
• to prepare user manual;
• to make the suggestions and recommendations
for the game improvement;
• to evaluate the game.
72. Final Task
• game piloting and testing via Facebook and tablet
computers – ipads;
• improvement of the game by IT company according
the given recommendations and piloting results;
• preparation of the documentation and user manual by
RIAR association;
• presentation and distribution of the game;
• game integration into National curriculum;
• the official link of our Game:
https://apps.facebook.com/159082567780280/
Editor's Notes
The Project officially started in October 2013. But half a year earlier in January 2013 Lithuanian team was searching for the project partners to be eager to share the ideas of IT usage in modern teaching and studying environment. The schools in Estonia, Sweden and Latvia were offered the participation in NORDPLUS JUNIOR project.
Everybody knows that a book is the best friend which helps in developing knowledge, understanding, provides enjoyment and relaxation. But nowadays statistic shows that the culture of reading is going down especially among young people and teenagers. There are lots of reasons for that as arrival of computers, Internet boom, video games and mobile phones. Others claim that they prefer to spend money on something else except spending money on books. As for them programs in Internet and TV are more attractive than reading books. So we will try to combine new technologies and reading in a new way and our objectives are …(from the slide)
The Project partners are from Estonia, Tartu; from Lithuania, Siauliai; from latvia, Riga and from Sweden, Valbergs.
The Project started in October 2013. Every participating country formed a project group of pupils and teachers.
The teachers selected 12 the most confident, sociable, outgoing students who wanted to visit other countries, to make friends and be the part of the project `Joyful Reading`.
Lithuanian students friendly greeted guests from Sweden, Estonia and Latvia.
The 1st mobility started with self-introduction and funny energizing games.
Pupils worked with iPads, learned how to use different programs in learning process and daily activities; find out about the types of interactive books.
Project participants were introduced how to make short movies and read electronic books.
Students presented the chosen books. Each country presented four books.
The most votes were given to 'A Journey to the Centre of the Earth'. Students liked that book and the movie based on it.
The covers of the Book in English, Lithuanian, Swedish, Estonian and Latvian languages. Everybody had to read the book and to figure out how to create a game based on it.
Students got to know each other by presenting their countries, traditions and national food.
Students visited Šiauliai Bicycle Museum, where the project group saw a display and learned the history of old bikes.
Despite very cold weather (minus 25)the group visited the Hill of Crosses and put a metal cross with the engraved `Joyful Reading` there.
Students had a chance to practise creating funny stories about unicornes and burritos.
1st mobility group enjoyed the activities and felt very happy while being a part of an international team!
The book `Journey to the Centre of the Earth` by Jules Verne was chosen as the background of the interactive game.
The project group was given the first task : to read the book!
Students were working very hard to prepare the 2nd mobility activities: the book should be read and a summary of a certain chapter has to be created. Finally students very friendly voted for the scenario of the Game. A variety of computer games were tested and several were selected as an example of the future interactive game.
Swedish team was creative and smart enough to organize the 2nd mobility activities.
The 2nd mobility group was very friendly welcomed at Valbergsskolan in June 2014.
The main purpose of the 2nd mobility was to finish creating the final conception of the game. The scenario should be created and 6 platforms of the educational game should be described.
3 colourful and very united groups are witty enough to fulfill the mobility goals!
Different main characters of the Game were created and voted: the Professor and Axel.
For creating successful and friendly atmosphere the students were split into 3 groups colourful groups.
The educational part of the game were discussed and independently developed by international teams.
Karlstadt Klara gymnasium students helped the project team to work out the platforms algorithms and game design.
What a luck to test archery and relax in a nearby park!
Workshop on city guiding tour at Varmlands museum and visiting a Town library have strengthened the project team skills.
Kenneth Johansson, the Governor of the county of Varmland in a very frankly way welcomed the project group in his Residence.
Relaxation at a Water park `Sundstabadet`
A workshop at Alster`s Herrgard, once a home of the poet Gustaf Froding, helped the teens to develop the educational part of the game.
Delicious pizza, games and just talk with friends at Sjosala Park
22nd September 17 Project participants arrived to Riga to fulfill the 3rd mobility tasks.
The Group was warmly welcomed by 12 students and 2 teachers from Grammar School of Nordic Languages.
The main task of the activity was to finish writing the game scenario.
Students and teachers were working on developing and completing the educational tasks of the Game.
Students developed the illustrations of the platforms in IT classroom.
Project participants were learning to use the graphical programs and were searching for the music of the Game.
The game scenario was discussed and successfully completed.
The Latvian National Library was officially opened to public in August 2014. The project group was honored to visit it.
Guests were offered different out of project activities as bowling, picca at home, shopping etc.
In the evenings different games were played with the hosts. Teens listened to music, got to know each other better and just had fun.
The weather was very changeable and even naughty time by time. But despite the weather condition the `Joyful Reading` group had a chance to stroll through the narrow streets of the Old Town or Riga. The hosts were proud to bring the guests to the heart of the capital: the monument of Freedom.
Teens enjoyed the attractions in one of the biggest swimming pool in the Baltic State.
Project participants had a chance to visit one of the Latvian bakery, to bake and taste traditional rye bread.
All Project participants were given very important task of pretesting the game before the 4th mobility.
Students were active in sharing their ideas on Game improvement.
4 Project groups have made up PowerPoint presentations of mobilities timelines.
`Joyful Reading` 4th mobility members were friendly welcomed by Tartu Raatuse School Team.
The time has passed so quickly! Started in October 2013 the Project successfully came to its final stage in March 2015.
The Estonian Team has done the best to organize the activities and to achieve the final goals.
The 4th mobility started with the Project official timeline presentations.
Students felt huge responsibility while piloting and improving the final version of the Game.
Teens looked very important discussing the strongest and the weakest points of the game.
The Project income was a great success! The students were interviewed by Tartu Newspaper journalists and local television team.
The teens and grown-ups enjoyed ice – skating a lot!
The experience watching 4D films was horrifying but terrific!
The project member Edgars presented himself as a great artist - very independent, responsible and very talented!
Workshops at AHHAA Science Centre were offered with a purpose to highlight the importance of creativity and students` self-development skills.
Swimming at Aura Waterpark was a great fun!
How enjoyable, open – minded and cheerful were Estonian teens at the show `Stars in Their Eyes!`!
Life is in action! Competitions could be friendly and pleasant!