eMapps.com project final conference
The eMapps.com [http://www.emapps.info]final project conference took place 12 February 2008 in Prague. The aim of the conference was to share the results of the project, which started in 2004, with policy makers, academia, teachers and other interested stakeholders. 67 participants from 17 countries including 11 policy makers attended.
eMapps.com is demonstrating how game activities based on mobile technologies provide new and enriching experiences for children in the school curriculum and beyond. The work concentrates on Europe’s New Member States and school children in the age group 9-12.
Project findings show that new ways of learning integrating mobile devices and games in formal education are worthwhile and lead to learning. Contributions to the conference came from university experts, policy makers and project partners. They looked at what we currently know about games in education from a research point of view, how game based learning is used as a driver for education in Slovakia and the impact of emapps.com on learning and policy making. Furthermore, the emapps.com platform was presented and two schools from Hungary and the Czech Republic illustrated their games. Finally, issues for further mainstreaming emapps.com activities were addressed.
What do we know about games in education?
Prof. Dr. Maja Pivec from the Johanneum in Graz (Austria) presented an overview of what we know about games in education?
Even though gaming is often associated only with fun activities and not regarded as “serious learning''?, there is evidence that children do learn when gaming:
Gee (2004) suggests learning is: (trust children)
• Empowering learners
• Problem solving
• Gaining understanding
Clark (2004) suggests that games provide:
• Low risk environment
• Cognitive upskilling
But why do educators then not use games more often in classroom?
The research indicates that games are motivating and raise students´ interest in subjects, but evidence on effective learning is relatively unclear.
Maja Pivec compiled feedback with teachers and students, which show some of the barriers for low uptake:
• Low tolerance of the environment for the games
• Perceived as an unserious activity
• Fear not to reach learning objectives
• Lack of technical resources
• Quality of games as learning resources
See
Game based learning in education- from a political point of view
Beata Brestenska from the Ministry of education in Slovakia and Vice Dean of the Comenius University, Bratislava presented the political point of view for game based learning in education.
A game can be defined as a structured or semi-structured activity, usually undertaken
for enjoyment and sometimes also used as an educational tool. Key components of games are goals, rules, challenge, and interactivity. Games generally involve mental or physical stimulation, and often both. Many games help develop practical skills, serve as a form of exercise, or otherwise perform an educational, simulational or psychological role. Games are known to have been played as far back as the 30th century BC and are a universal part of human experience and present in all cultures. (http://en.wikipedia.org/wiki/game).
Within the national ICT programme Invovek (Infoage) Slovakia, http://infovek.sk, which ran from 1999-2006, games were developed for students and teachers. Focus was on those companies that work with teachers. Innovative teachers were invited to prepare games for students. Education with games in Slovakia targets at all: students, parents, older people working together. A special theme is presented on the Invovek portal
each month between 2003 and 2007 including competitions http://infovekacik.infovek.sk/archiv.php
http://infovekacik.infovek.sk/2008-januar/index.php.
Games are seen as a way for teachers to change towards a modern school. Slovakia is just launching a school reform, 2008 -2013, with a focus on reaching a critical mass of innovative teachers and increase the quality and competition an all levels of schools in Slovakia.
see the presentation (pdf)
The game’s platform
Marco Papic, the technical partner of the emapps project (University of Ljubljana), presented the emapps.com platform on which the game can be played. http://emapps.com/
There are three different roles in the game, a game master, the game base (player team at the desktop computer) and avators in the field.
The game is played in real time, the teacher is the game master and has a complete understanding of the game (story, mechanics, goals) and needs to be familiar with the virtual environment. He motivates, tracks progress and assigns grades. Both, the base and avators have to works together on the task. The avators in the field help the game base to find information, they submit the tasks by uploading documents and communicate via chat on the platform. Overall more than 30 games were played during the project. Crucial components for success include:
• Game story: has to be appealing, in accordance with the curricula
• Narrative (telling the story to the player) independent of the technology used
Teams from Hungary and the Czech Republic presented their games. They can be investigated at the “Living map of Europe''? This ‘layer’ link of eMapps.com website enables the visitor to access the different countries and games developed in the project, through an interactive map of Europe based on Google combined with Web 2.0 features.
http://www.emapps.com/index.php?id=67
Learning Impact
The project shows important outcomes as regards to learning impact. Manchester Metropolitan University, which was responsible for the pedagogical validation, highlighted comments from teachers and more theoretical findings. Teachers and children perspectives are quite different concerning the effects of the games. Parents involved saw it as an activity widening the experience of their children.
Playing the game increased technology capability and skill such as the use of mobile devices and GPS, but also improved achievement and depth of learning in specific curriculum areas such as history, geography, biology. Other skills developed were:
• Investigation of the ‘real world’ through access, analysis and interpretation of
information sources:
• Problem-solving, goal-related behaviour;
• Communicative skills;
• Collaborative skills;
• Softer skills: e.g. resilience and persistence;
• The emergence of mentoring and teaching skills among children
• Team work and cooperation
• Collaborative and individual decision making
• Negotiating
Unexpected outcomes:
Passive children emerging as leaders
Some children achieved more than expected
Shy children especially girls spoke up
Positive findings: but some issues remain to be solved:
• Time (of teachers in developing the game, involving institutions, museums, science centres)
• Cost (marketing penetration of devices is moving rapidly)
• Safety (supervision is needed by going outside)
See the presentation (ppt)
Contextual analysis and recommendations for policy makers
European Schoolnet undertook a contextual analysis with focus groups of teachers, headmasters and national coordinators validating the project against 6 dimensions, the systemic, institutional, pedagogical technical, ecomomic and cultural (according to the SIPTEC framework) for assessing the potential adaptation or innovative impact of the emapps activities. As a result of the analysis we offer 14 recommended actions for policy-makers wishing to create favourable conditions for integrating game based like activities such as empps in schools.
Recommendations at system level include:
• Support pedagogies and a curriculum that support active learning and project based learning,
• Ensure that such pedagogies form part of teachers’ initial and continuing professional development (plus eskills updating)
• The better fit of games to the curriculum and age, the higher chances of their use
• Open up schools and link them to informal learning places (e.g. libraries, museums, science centres, leisure centres)
See the presentation
Mainstream emapps activities in schools
Issues for future exploitation of the project were addressed by Rob Davies (MDR partner UK).
One major issue is time and management:
• Learning about and using platform in prototype unrealistically time consuming
• Time unlikely to be found during school hours to play the game
• Platform reengineered to greatly reduce time consumption in game development
• Flexibility in length of game play
• Promote potential for extracurricular activities
The emapps.com platform was reengineered to greatly reduce time consumption in game development. The new platform will be available by the end of the project end of 2008.
Malta, Rumania, Turkey, Bulgaria and Portugal have a high level interest in piloting emapps like activities. Beyond the eMapps.com approach, where teachers and children are involved in and responsible for the design of the games, using a common platform, there remain variant
approaches to the implementation of games in school-based learning. It remains a possibility that commercial ‘off-the-shelf’ games can be successfully packaged and integrated into the curriculum in a cost-effective way which capitalises on the investment made in the quality of game ‘design’ and ‘flow’. However, it appears more likely that the eMapps.com approach will produce games which are closely aligned with curriculum course content frameworks and syllabus.
See the presentation
