Title: Motivating Active Participation of Primary Schoolchildren in Digital Online Technologies for Creativ
1Motivating 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
216 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
3The 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/
4Recommendations - 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
5Learning 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
6Conclusions
- 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)