GAME-BASED LEARNING ACROSS THE CURRICULUM
PORTUGAL
What is GBL?
“One of the main challenges all teachers share irrespective of the education level and the subject they teach is to mobilise students’ interest and engagement. Game-based learning (GBL) is an attempt to address this challenge and facilitate learning process in a way that respects the students’ cognitive, social and cultural backgrounds while addressing the curriculum standards that they are obliged to attain. This project explores the pedagogy of playful learning using the affordances of digital games across the curriculum of science and humanities subjects taught in primary and secondary schools”.
Call 2019 Round 1 KA2 - Cooperation for innovation and the exchange of good practices
KA201 - Strategic Partnerships for school education
FormId KA201-29EC09C5 Deadline (Brussels Time) 26 Mar 2019 12:00:00
The project aims at promoting game-based learning in schools as a way to enhance curriculum
with motivating content for students.
GENERAL OBJECTIVE
The project aims at promoting game-based learning in schools as a way to enhance curriculum with motivating content for students.
✱ To propose specific digital games that are accessible and flexible enough to fit selected areas of the curriculum;
✱ To develop exemplary scenarios, how to integrate them into different subjects of the curriculum and pilot them with teachers unfamiliar with such educational technology;
✱ To elaborate experiences from these pilots in the form of case studies that can motivate new groups of teachers to follow;
✱ To widely disseminate the publication to leverage its wider impact.
✽ The main target groups are Polish and Portuguese teachers from across the regions where our schools are located. This is the primary target group which will be extended further nationwide and in the European countries where the approach may bring innovative pedagogy to school education;
✽ The students of these teachers are indirect beneficiaries - an adoption of new teaching methods will impact on their motivation and learning outcomes.
MAIN
OUTPUTS
Teacher training course on digital games for learning
03
Game-based learning activities in schools
02
Case studies of GBL across the curriculum
01
Exchange of good practices
04
1
For school students
2
For school teachers
3
For partner organisations
4
At systemic level
Democracy
Epistory
Algobot
After testing the games
While testing the games
Before testing the games
BEFORE TESTING THE GAMES: �DEMOCRACY, EPISTORY, ALGOBOT
CALENDAR OF GAME TESTING
01/07/2021
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BEFORE TESTING THE GAMES: �DEMOCRACY, EPISTORY, ALGOBOT
WHILE TESTING THE GAMES: DEMOCRACY, EPISTORY, ALGOBOT
✱ Few computing rooms and not all computers run the games;
✱ Scheduling hours with teachers to test the games, especially those requiring IT teachers’ skills;
✱ Teachers don’t usually play games, so they are not confident with installing, playing and explaining the game to their students.
WHILE TESTING THE GAMES: DEMOCRACY, EPISTORY, ALGOBOT
✱ Students don’t want to play, games are boring, difficult…;
✱ Pair work is helpful once one of the players always likes to play;
✱ In History lessons, students with lower engagement in class were more committed to the games;
✱ Students with less knowledge skills are prompter to help the others.
WHILE TESTING THE GAMES: DEMOCRACY, EPISTORY, ALGOBOT
✱ In the beginning, teachers were skeptical about the games as a didactical tool;
✱ When they saw their students playing the games, they were surprised with students’ concentration and motivation;
✱ Teachers thought at first that testing the games would take less time time than they had expected and they had to extend the game play lessons.
AFTER TESTING THE GAMES: �DEMOCRACY, EPISTORY, ALGOBOT
AFTER TESTING THE GAMES: �DEMOCRACY, EPISTORY, ALGOBOT
PORTUGUESE & IT. 10th Form. Professional Course of Technical Management of Computing Systems. Democracy and Algobot.
Strengths:
AFTER TESTING THE GAMES: �DEMOCRACY, EPISTORY, ALGOBOT
Weaknesses:
AFTER TESTING THE GAMES: �DEMOCRACY, EPISTORY, ALGOBOT
HISTORY, 11th Form, Class of Economics. Democracy.
Strengths:
AFTER TESTING THE GAMES: �DEMOCRACY, EPISTORY, ALGOBOT
Weaknesses:
AFTER TESTING THE GAMES: �DEMOCRACY, EPISTORY, ALGOBOT
HISTORY, 10th Form, History A, Humanities Studies. Epistory and Democracy.
Strengths:
Weaknesses:
AFTER TESTING THE GAMES: �DEMOCRACY, EPISTORY, ALGOBOT
ENGLISH, 10th Form: 4 classes (2 Economics+1 Science and Technology + 1 Arts)
ENGLISH, 11th form: 2 classes (Science and Technology). Epistory and Democracy.
Strengths:
AFTER TESTING THE GAMES: �DEMOCRACY, EPISTORY, ALGOBOT
Weaknesses:
AFTER TESTING THE GAMES: �DEMOCRACY, EPISTORY, ALGOBOT
✱ An initial Quiz was produced for all the games, but then it was multiplied by every game, so students’ opinion could be interpreted regarding each game individually.
✱ The lesson plans were very useful in following the methodology for each game, enabling teachers from different knowledge areas to have a plan to follow without hesitations.
AFTER TESTING THE GAMES: �DEMOCRACY, EPISTORY, ALGOBOT
AFTER TESTING THE GAMES: �DEMOCRACY, EPISTORY, ALGOBOT
✿ Games promoted intertextuality and class interaction;
✿ Students from Professional Courses, who have a more practical, less theoretical learning methodology, volunteered to help other students from regular courses install the games and explain how to play. This clearly shows how games promote teamwork, self-esteem and the development of other social skills;
AFTER TESTING THE GAMES: �DEMOCRACY, EPISTORY, ALGOBOT
✿ More than enhancing theoretical knowledge, games enabled teamwork, they fought social stigma and promoted the discussion and reflection upon mainstream behaviour and individual identity and beliefs;
✿ Regarding the game Democracy, we can say that it has a lot of potential, it develops political consciousness and it should be tested, even introduced, in the national secondary level curricula;