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Motivating Active Participation of Primary Schoolchildren in Digital Online Technologies for Creativ

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... regular internet browser from the desktop computer, using WWW technologies only. ... Learned new technology skills with handhelds, the platform and ICT ... – PowerPoint PPT presentation

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Title: Motivating Active Participation of Primary Schoolchildren in Digital Online Technologies for Creativ


1
Motivating Active Participation of Primary
Schoolchildren in Digital Online Technologies for
Creative Opportunities through Multimediawww.ema
pps.com
eMapps.com project impact
  • 9-12 age
  • web-based technology
  • mobile devices
  • teachers toolkit
  • learning impact
  • recommendations

With the support of the Lifelong Learning
Programme of the European Union
2
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
3
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/
4
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

5
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

6
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)
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