September 2020
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300 Reads
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2 Citations
This paper reports on three digital GBL pilots which have taken place, respectively, in preschool , primary school and special education settings, for project assignments of the "ICT in Education" MSc program jointly run by the University of Athens, the University of Thessaly and the Technological Educational Institute of Piraeus, Greece. The pilots reported have involved 9 educators and 44 students in total and have been based on freeware micro-games, some new games developed from scratch as well as the "Magic Potion" digital adventure tale developed by the University of Athens Laboratory of New Technologies in Communication, Education and the Mass Media within the EPINOISI project. Interventions have focused on animating the application of DGBL material in class and effectively documenting student reactions and attitudes. Conclusions have been drawn on the learning potential of successfully animated DGBL interventions and on the expectations of young learners towards the games employed. The first pilot concerns a preschool intervention for learning basic math concepts. Four sessions have been organised with the participation of 10 preschool students, using freeware micro-games from the Up To Ten and Poisson Rouge web sites and the Minisebran suite, as well as a simple Flash game designed ad hoc. A prototype code of conduct during gameplay has been put in place and a number of conclusions have been drawn by observing and evaluating student reactions and opinions, expressed by the students through drawing and talking about their likes and dislikes. The second pilot has involved application of DGBL material on linguistic topics, in order to investigate whether digital games can enhance the functional-communicational perspective of language. The intervention involved two primary schools with a group of 15 students each, and observation/discussion were employed for evaluating results. Conditions of communication were created in which the students used the language, collaborated to seek clues and information, formulated and evaluated hypotheses and expressed opinions. During the last part of the pilot each student group was asked to describe a language game that would serve as a challenge for the other group, and two such prototype games were developed in Flash. This activity gave the students the opportunity to express themselves and apply their knowledge on structure and use of written language, while at the same time providing a frame of communication and "competition" between the two schools. The third intervention focused on DGBL material for children with autism disorders (AD). Four children with AD were given access to DGBL material in order to investigate the potential of digital games to activate their attention, bring a playful character to the learning process and make more amusing the achievement of objectives. The material employed includes online freeware games and commercial edutainment software, as well as parts of the "Magic Potion" digital adventure tale, whereas the educators created an additional Flash game for social/emotional skills. A number of remarkable outcomes have been observed during this pilot, whereas interesting issues were highlighted regarding game usability, student collaboration and the role of the educators.